qcap/tests: Add media tests for the SmartTee filter.
[wine/multimedia.git] / dlls / wined3d / state.c
blob28e26abb446e24879ecb294957e5d7661cc2a2c9
1 /*
2 * Direct3D state management
4 * Copyright 2002 Lionel Ulmer
5 * Copyright 2002-2005 Jason Edmeades
6 * Copyright 2003-2004 Raphael Junqueira
7 * Copyright 2004 Christian Costa
8 * Copyright 2005 Oliver Stieber
9 * Copyright 2006 Henri Verbeet
10 * Copyright 2006-2008 Stefan Dösinger for CodeWeavers
11 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
13 * This library is free software; you can redistribute it and/or
14 * modify it under the terms of the GNU Lesser General Public
15 * License as published by the Free Software Foundation; either
16 * version 2.1 of the License, or (at your option) any later version.
18 * This library is distributed in the hope that it will be useful,
19 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
21 * Lesser General Public License for more details.
23 * You should have received a copy of the GNU Lesser General Public
24 * License along with this library; if not, write to the Free Software
25 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
28 #include "config.h"
29 #include "wine/port.h"
31 #include <stdio.h>
32 #ifdef HAVE_FLOAT_H
33 # include <float.h>
34 #endif
36 #include "wined3d_private.h"
38 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
39 WINE_DECLARE_DEBUG_CHANNEL(d3d_shader);
41 /* Context activation for state handler is done by the caller. */
43 static void state_undefined(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
45 ERR("Undefined state.\n");
48 void state_nop(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
50 TRACE("%s: nop in current pipe config.\n", debug_d3dstate(state_id));
53 static void state_fillmode(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
55 enum wined3d_fill_mode mode = state->render_states[WINED3D_RS_FILLMODE];
56 const struct wined3d_gl_info *gl_info = context->gl_info;
58 switch (mode)
60 case WINED3D_FILL_POINT:
61 gl_info->gl_ops.gl.p_glPolygonMode(GL_FRONT_AND_BACK, GL_POINT);
62 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_POINT)");
63 break;
64 case WINED3D_FILL_WIREFRAME:
65 gl_info->gl_ops.gl.p_glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
66 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)");
67 break;
68 case WINED3D_FILL_SOLID:
69 gl_info->gl_ops.gl.p_glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
70 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)");
71 break;
72 default:
73 FIXME("Unrecognized fill mode %#x.\n", mode);
77 static void state_lighting(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
79 const struct wined3d_gl_info *gl_info = context->gl_info;
81 /* Lighting is not enabled if transformed vertices are drawn, but lighting
82 * does not affect the stream sources, so it is not grouped for
83 * performance reasons. This state reads the decoded vertex declaration,
84 * so if it is dirty don't do anything. The vertex declaration applying
85 * function calls this function for updating. */
86 if (isStateDirty(context, STATE_VDECL))
87 return;
89 if (state->render_states[WINED3D_RS_LIGHTING]
90 && !context->stream_info.position_transformed)
92 gl_info->gl_ops.gl.p_glEnable(GL_LIGHTING);
93 checkGLcall("glEnable GL_LIGHTING");
95 else
97 gl_info->gl_ops.gl.p_glDisable(GL_LIGHTING);
98 checkGLcall("glDisable GL_LIGHTING");
102 static void state_zenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
104 enum wined3d_depth_buffer_type zenable = state->render_states[WINED3D_RS_ZENABLE];
105 const struct wined3d_gl_info *gl_info = context->gl_info;
107 /* No z test without depth stencil buffers */
108 if (!state->fb->depth_stencil)
110 TRACE("No Z buffer - disabling depth test\n");
111 zenable = WINED3D_ZB_FALSE;
114 switch (zenable)
116 case WINED3D_ZB_FALSE:
117 gl_info->gl_ops.gl.p_glDisable(GL_DEPTH_TEST);
118 checkGLcall("glDisable GL_DEPTH_TEST");
119 break;
120 case WINED3D_ZB_TRUE:
121 gl_info->gl_ops.gl.p_glEnable(GL_DEPTH_TEST);
122 checkGLcall("glEnable GL_DEPTH_TEST");
123 break;
124 case WINED3D_ZB_USEW:
125 gl_info->gl_ops.gl.p_glEnable(GL_DEPTH_TEST);
126 checkGLcall("glEnable GL_DEPTH_TEST");
127 FIXME("W buffer is not well handled\n");
128 break;
129 default:
130 FIXME("Unrecognized depth buffer type %#x.\n", zenable);
131 break;
134 if (context->last_was_rhw && !isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_PROJECTION)))
135 context_apply_state(context, state, STATE_TRANSFORM(WINED3D_TS_PROJECTION));
138 static void state_cullmode(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
140 const struct wined3d_gl_info *gl_info = context->gl_info;
142 /* glFrontFace() is set in context.c at context init and on an
143 * offscreen / onscreen rendering switch. */
144 switch (state->render_states[WINED3D_RS_CULLMODE])
146 case WINED3D_CULL_NONE:
147 gl_info->gl_ops.gl.p_glDisable(GL_CULL_FACE);
148 checkGLcall("glDisable GL_CULL_FACE");
149 break;
150 case WINED3D_CULL_CW:
151 gl_info->gl_ops.gl.p_glEnable(GL_CULL_FACE);
152 checkGLcall("glEnable GL_CULL_FACE");
153 gl_info->gl_ops.gl.p_glCullFace(GL_FRONT);
154 checkGLcall("glCullFace(GL_FRONT)");
155 break;
156 case WINED3D_CULL_CCW:
157 gl_info->gl_ops.gl.p_glEnable(GL_CULL_FACE);
158 checkGLcall("glEnable GL_CULL_FACE");
159 gl_info->gl_ops.gl.p_glCullFace(GL_BACK);
160 checkGLcall("glCullFace(GL_BACK)");
161 break;
162 default:
163 FIXME("Unrecognized cull mode %#x.\n",
164 state->render_states[WINED3D_RS_CULLMODE]);
168 static void state_shademode(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
170 const struct wined3d_gl_info *gl_info = context->gl_info;
172 switch (state->render_states[WINED3D_RS_SHADEMODE])
174 case WINED3D_SHADE_FLAT:
175 gl_info->gl_ops.gl.p_glShadeModel(GL_FLAT);
176 checkGLcall("glShadeModel(GL_FLAT)");
177 break;
178 case WINED3D_SHADE_GOURAUD:
179 gl_info->gl_ops.gl.p_glShadeModel(GL_SMOOTH);
180 checkGLcall("glShadeModel(GL_SMOOTH)");
181 break;
182 case WINED3D_SHADE_PHONG:
183 FIXME("WINED3D_SHADE_PHONG isn't supported.\n");
184 break;
185 default:
186 FIXME("Unrecognized shade mode %#x.\n",
187 state->render_states[WINED3D_RS_SHADEMODE]);
191 static void state_ditherenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
193 const struct wined3d_gl_info *gl_info = context->gl_info;
195 if (state->render_states[WINED3D_RS_DITHERENABLE])
197 gl_info->gl_ops.gl.p_glEnable(GL_DITHER);
198 checkGLcall("glEnable GL_DITHER");
200 else
202 gl_info->gl_ops.gl.p_glDisable(GL_DITHER);
203 checkGLcall("glDisable GL_DITHER");
207 static void state_zwritenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
209 const struct wined3d_gl_info *gl_info = context->gl_info;
211 if (state->render_states[WINED3D_RS_ZWRITEENABLE])
213 gl_info->gl_ops.gl.p_glDepthMask(1);
214 checkGLcall("glDepthMask(1)");
216 else
218 gl_info->gl_ops.gl.p_glDepthMask(0);
219 checkGLcall("glDepthMask(0)");
223 GLenum wined3d_gl_compare_func(enum wined3d_cmp_func f)
225 switch (f)
227 case WINED3D_CMP_NEVER:
228 return GL_NEVER;
229 case WINED3D_CMP_LESS:
230 return GL_LESS;
231 case WINED3D_CMP_EQUAL:
232 return GL_EQUAL;
233 case WINED3D_CMP_LESSEQUAL:
234 return GL_LEQUAL;
235 case WINED3D_CMP_GREATER:
236 return GL_GREATER;
237 case WINED3D_CMP_NOTEQUAL:
238 return GL_NOTEQUAL;
239 case WINED3D_CMP_GREATEREQUAL:
240 return GL_GEQUAL;
241 case WINED3D_CMP_ALWAYS:
242 return GL_ALWAYS;
243 default:
244 FIXME("Unrecognized compare function %#x.\n", f);
245 return GL_NONE;
249 static void state_zfunc(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
251 GLenum depth_func = wined3d_gl_compare_func(state->render_states[WINED3D_RS_ZFUNC]);
252 const struct wined3d_gl_info *gl_info = context->gl_info;
254 if (!depth_func) return;
256 gl_info->gl_ops.gl.p_glDepthFunc(depth_func);
257 checkGLcall("glDepthFunc");
260 static void state_ambient(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
262 const struct wined3d_gl_info *gl_info = context->gl_info;
263 float col[4];
265 D3DCOLORTOGLFLOAT4(state->render_states[WINED3D_RS_AMBIENT], col);
266 TRACE("Setting ambient to (%f,%f,%f,%f)\n", col[0], col[1], col[2], col[3]);
267 gl_info->gl_ops.gl.p_glLightModelfv(GL_LIGHT_MODEL_AMBIENT, col);
268 checkGLcall("glLightModel for MODEL_AMBIENT");
271 static void state_blendop_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
273 WARN("Unsupported in local OpenGL implementation: glBlendEquation\n");
276 static GLenum gl_blend_op(enum wined3d_blend_op op)
278 switch (op)
280 case WINED3D_BLEND_OP_ADD:
281 return GL_FUNC_ADD_EXT;
282 case WINED3D_BLEND_OP_SUBTRACT:
283 return GL_FUNC_SUBTRACT_EXT;
284 case WINED3D_BLEND_OP_REVSUBTRACT:
285 return GL_FUNC_REVERSE_SUBTRACT_EXT;
286 case WINED3D_BLEND_OP_MIN:
287 return GL_MIN_EXT;
288 case WINED3D_BLEND_OP_MAX:
289 return GL_MAX_EXT;
290 default:
291 FIXME("Unhandled blend op %#x.\n", op);
292 return GL_NONE;
296 static void state_blendop(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
298 const struct wined3d_gl_info *gl_info = context->gl_info;
299 GLenum blend_equation_alpha = GL_FUNC_ADD_EXT;
300 GLenum blend_equation = GL_FUNC_ADD_EXT;
302 /* BLENDOPALPHA requires GL_EXT_blend_equation_separate, so make sure it is around */
303 if (state->render_states[WINED3D_RS_BLENDOPALPHA]
304 && !gl_info->supported[EXT_BLEND_EQUATION_SEPARATE])
306 WARN("Unsupported in local OpenGL implementation: glBlendEquationSeparate.\n");
307 return;
310 blend_equation = gl_blend_op(state->render_states[WINED3D_RS_BLENDOP]);
311 blend_equation_alpha = gl_blend_op(state->render_states[WINED3D_RS_BLENDOPALPHA]);
312 TRACE("blend_equation %#x, blend_equation_alpha %#x.\n", blend_equation, blend_equation_alpha);
314 if (state->render_states[WINED3D_RS_SEPARATEALPHABLENDENABLE])
316 GL_EXTCALL(glBlendEquationSeparate(blend_equation, blend_equation_alpha));
317 checkGLcall("glBlendEquationSeparate");
319 else
321 GL_EXTCALL(glBlendEquation(blend_equation));
322 checkGLcall("glBlendEquation");
326 static GLenum gl_blend_factor(enum wined3d_blend factor, const struct wined3d_format *dst_format)
328 switch (factor)
330 case WINED3D_BLEND_ZERO:
331 return GL_ZERO;
332 case WINED3D_BLEND_ONE:
333 return GL_ONE;
334 case WINED3D_BLEND_SRCCOLOR:
335 return GL_SRC_COLOR;
336 case WINED3D_BLEND_INVSRCCOLOR:
337 return GL_ONE_MINUS_SRC_COLOR;
338 case WINED3D_BLEND_SRCALPHA:
339 return GL_SRC_ALPHA;
340 case WINED3D_BLEND_INVSRCALPHA:
341 return GL_ONE_MINUS_SRC_ALPHA;
342 case WINED3D_BLEND_DESTCOLOR:
343 return GL_DST_COLOR;
344 case WINED3D_BLEND_INVDESTCOLOR:
345 return GL_ONE_MINUS_DST_COLOR;
346 /* To compensate for the lack of format switching with backbuffer
347 * offscreen rendering, and with onscreen rendering, we modify the
348 * alpha test parameters for (INV)DESTALPHA if the render target
349 * doesn't support alpha blending. A nonexistent alpha channel
350 * returns 1.0, so WINED3D_BLEND_DESTALPHA becomes GL_ONE, and
351 * WINED3D_BLEND_INVDESTALPHA becomes GL_ZERO. */
352 case WINED3D_BLEND_DESTALPHA:
353 return dst_format->alpha_size ? GL_DST_ALPHA : GL_ONE;
354 case WINED3D_BLEND_INVDESTALPHA:
355 return dst_format->alpha_size ? GL_ONE_MINUS_DST_ALPHA : GL_ZERO;
356 case WINED3D_BLEND_SRCALPHASAT:
357 return GL_SRC_ALPHA_SATURATE;
358 case WINED3D_BLEND_BLENDFACTOR:
359 return GL_CONSTANT_COLOR_EXT;
360 case WINED3D_BLEND_INVBLENDFACTOR:
361 return GL_ONE_MINUS_CONSTANT_COLOR_EXT;
362 default:
363 FIXME("Unhandled blend factor %#x.\n", factor);
364 return GL_NONE;
368 static void state_blend(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
370 const struct wined3d_format *rt_format = state->fb->render_targets[0]->format;
371 unsigned int rt_fmt_flags = state->fb->render_targets[0]->format_flags;
372 const struct wined3d_gl_info *gl_info = context->gl_info;
373 GLenum srcBlend, dstBlend;
374 enum wined3d_blend d3d_blend;
376 /* According to the red book, GL_LINE_SMOOTH needs GL_BLEND with specific
377 * blending parameters to work. */
378 if (state->render_states[WINED3D_RS_ALPHABLENDENABLE]
379 || state->render_states[WINED3D_RS_EDGEANTIALIAS]
380 || state->render_states[WINED3D_RS_ANTIALIASEDLINEENABLE])
382 /* Disable blending in all cases even without pixelshaders.
383 * With blending on we could face a big performance penalty.
384 * The d3d9 visual test confirms the behavior. */
385 if (context->render_offscreen && !(rt_fmt_flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING))
387 gl_info->gl_ops.gl.p_glDisable(GL_BLEND);
388 checkGLcall("glDisable GL_BLEND");
389 return;
391 else
393 gl_info->gl_ops.gl.p_glEnable(GL_BLEND);
394 checkGLcall("glEnable GL_BLEND");
397 else
399 gl_info->gl_ops.gl.p_glDisable(GL_BLEND);
400 checkGLcall("glDisable GL_BLEND");
401 /* Nothing more to do - get out */
402 return;
405 /* WINED3D_BLEND_BOTHSRCALPHA and WINED3D_BLEND_BOTHINVSRCALPHA are legacy
406 * source blending values which are still valid up to d3d9. They should
407 * not occur as dest blend values. */
408 d3d_blend = state->render_states[WINED3D_RS_SRCBLEND];
409 if (d3d_blend == WINED3D_BLEND_BOTHSRCALPHA)
411 srcBlend = GL_SRC_ALPHA;
412 dstBlend = GL_ONE_MINUS_SRC_ALPHA;
414 else if (d3d_blend == WINED3D_BLEND_BOTHINVSRCALPHA)
416 srcBlend = GL_ONE_MINUS_SRC_ALPHA;
417 dstBlend = GL_SRC_ALPHA;
419 else
421 srcBlend = gl_blend_factor(d3d_blend, rt_format);
422 dstBlend = gl_blend_factor(state->render_states[WINED3D_RS_DESTBLEND], rt_format);
425 if (state->render_states[WINED3D_RS_EDGEANTIALIAS]
426 || state->render_states[WINED3D_RS_ANTIALIASEDLINEENABLE])
428 gl_info->gl_ops.gl.p_glEnable(GL_LINE_SMOOTH);
429 checkGLcall("glEnable(GL_LINE_SMOOTH)");
430 if (srcBlend != GL_SRC_ALPHA)
431 WARN("WINED3D_RS_EDGEANTIALIAS enabled, but unexpected src blending param.\n");
432 if (dstBlend != GL_ONE_MINUS_SRC_ALPHA && dstBlend != GL_ONE)
433 WARN("WINED3D_RS_EDGEANTIALIAS enabled, but unexpected dst blending param.\n");
435 else
437 gl_info->gl_ops.gl.p_glDisable(GL_LINE_SMOOTH);
438 checkGLcall("glDisable(GL_LINE_SMOOTH)");
441 /* Re-apply BLENDOP(ALPHA) because of a possible SEPARATEALPHABLENDENABLE change */
442 if (!isStateDirty(context, STATE_RENDER(WINED3D_RS_BLENDOP)))
443 state_blendop(context, state, STATE_RENDER(WINED3D_RS_BLENDOPALPHA));
445 if (state->render_states[WINED3D_RS_SEPARATEALPHABLENDENABLE])
447 GLenum srcBlendAlpha, dstBlendAlpha;
449 /* Separate alpha blending requires GL_EXT_blend_function_separate, so make sure it is around */
450 if (!context->gl_info->supported[EXT_BLEND_FUNC_SEPARATE])
452 WARN("Unsupported in local OpenGL implementation: glBlendFuncSeparate.\n");
453 return;
456 /* WINED3D_BLEND_BOTHSRCALPHA and WINED3D_BLEND_BOTHINVSRCALPHA are legacy
457 * source blending values which are still valid up to d3d9. They should
458 * not occur as dest blend values. */
459 d3d_blend = state->render_states[WINED3D_RS_SRCBLENDALPHA];
460 if (d3d_blend == WINED3D_BLEND_BOTHSRCALPHA)
462 srcBlendAlpha = GL_SRC_ALPHA;
463 dstBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;
465 else if (d3d_blend == WINED3D_BLEND_BOTHINVSRCALPHA)
467 srcBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;
468 dstBlendAlpha = GL_SRC_ALPHA;
470 else
472 srcBlendAlpha = gl_blend_factor(d3d_blend, rt_format);
473 dstBlendAlpha = gl_blend_factor(state->render_states[WINED3D_RS_DESTBLENDALPHA], rt_format);
476 GL_EXTCALL(glBlendFuncSeparate(srcBlend, dstBlend, srcBlendAlpha, dstBlendAlpha));
477 checkGLcall("glBlendFuncSeparate");
479 else
481 TRACE("glBlendFunc src=%x, dst=%x\n", srcBlend, dstBlend);
482 gl_info->gl_ops.gl.p_glBlendFunc(srcBlend, dstBlend);
483 checkGLcall("glBlendFunc");
486 /* Colorkey fixup for stage 0 alphaop depends on
487 * WINED3D_RS_ALPHABLENDENABLE state, so it may need updating. */
488 if (state->render_states[WINED3D_RS_COLORKEYENABLE])
489 context_apply_state(context, state, STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP));
492 static void state_blendfactor_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
494 WARN("Unsupported in local OpenGL implementation: glBlendColor.\n");
497 static void state_blendfactor(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
499 const struct wined3d_gl_info *gl_info = context->gl_info;
500 float col[4];
502 TRACE("Setting blend factor to %#x.\n", state->render_states[WINED3D_RS_BLENDFACTOR]);
504 D3DCOLORTOGLFLOAT4(state->render_states[WINED3D_RS_BLENDFACTOR], col);
505 GL_EXTCALL(glBlendColor(col[0], col[1], col[2], col[3]));
506 checkGLcall("glBlendColor");
509 void state_alpha_test(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
511 const struct wined3d_gl_info *gl_info = context->gl_info;
512 int glParm = 0;
513 float ref;
514 BOOL enable_ckey = FALSE;
516 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
518 /* Find out if the texture on the first stage has a ckey set. The alpha
519 * state func reads the texture settings, even though alpha and texture
520 * are not grouped together. This is to avoid making a huge alpha +
521 * texture + texture stage + ckey block due to the hardly used
522 * WINED3D_RS_COLORKEYENABLE state(which is d3d <= 3 only). The texture
523 * function will call alpha in case it finds some texture + colorkeyenable
524 * combination which needs extra care. */
525 if (state->textures[0] && (state->textures[0]->async.color_key_flags & WINED3D_CKEY_SRC_BLT))
526 enable_ckey = TRUE;
528 if (enable_ckey || context->last_was_ckey)
529 context_apply_state(context, state, STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP));
530 context->last_was_ckey = enable_ckey;
532 if (state->render_states[WINED3D_RS_ALPHATESTENABLE]
533 || (state->render_states[WINED3D_RS_COLORKEYENABLE] && enable_ckey))
535 gl_info->gl_ops.gl.p_glEnable(GL_ALPHA_TEST);
536 checkGLcall("glEnable GL_ALPHA_TEST");
538 else
540 gl_info->gl_ops.gl.p_glDisable(GL_ALPHA_TEST);
541 checkGLcall("glDisable GL_ALPHA_TEST");
542 /* Alpha test is disabled, don't bother setting the params - it will happen on the next
543 * enable call
545 return;
548 if (state->render_states[WINED3D_RS_COLORKEYENABLE] && enable_ckey)
550 glParm = GL_NOTEQUAL;
551 ref = 0.0f;
553 else
555 ref = ((float)state->render_states[WINED3D_RS_ALPHAREF]) / 255.0f;
556 glParm = wined3d_gl_compare_func(state->render_states[WINED3D_RS_ALPHAFUNC]);
558 if (glParm)
560 gl_info->gl_ops.gl.p_glAlphaFunc(glParm, ref);
561 checkGLcall("glAlphaFunc");
565 void state_clipping(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
567 const struct wined3d_gl_info *gl_info = context->gl_info;
568 DWORD enable = 0xffffffff;
569 DWORD disable = 0x00000000;
571 if (use_vs(state) && !context->d3d_info->vs_clipping)
573 static BOOL warned;
575 /* The OpenGL spec says that clipping planes are disabled when using
576 * shaders. Direct3D planes aren't, so that is an issue. The MacOS ATI
577 * driver keeps clipping planes activated with shaders in some
578 * conditions I got sick of tracking down. The shader state handler
579 * disables all clip planes because of that - don't do anything here
580 * and keep them disabled. */
581 if (state->render_states[WINED3D_RS_CLIPPLANEENABLE] && !warned++)
582 FIXME("Clipping not supported with vertex shaders\n");
583 return;
586 /* glEnable(GL_CLIP_PLANEx) doesn't apply to (ARB backend) vertex shaders.
587 * The enabled / disabled planes are hardcoded into the shader. Update the
588 * shader to update the enabled clipplanes. In case of fixed function, we
589 * need to update the clipping field from ffp_vertex_settings. */
590 context->shader_update_mask |= 1 << WINED3D_SHADER_TYPE_VERTEX;
592 /* TODO: Keep track of previously enabled clipplanes to avoid unnecessary resetting
593 * of already set values
596 /* If enabling / disabling all
597 * TODO: Is this correct? Doesn't D3DRS_CLIPPING disable clipping on the viewport frustrum?
599 if (state->render_states[WINED3D_RS_CLIPPING])
601 enable = state->render_states[WINED3D_RS_CLIPPLANEENABLE];
602 disable = ~state->render_states[WINED3D_RS_CLIPPLANEENABLE];
604 else
606 disable = 0xffffffff;
607 enable = 0x00;
610 if (enable & WINED3DCLIPPLANE0) gl_info->gl_ops.gl.p_glEnable(GL_CLIP_PLANE0);
611 if (enable & WINED3DCLIPPLANE1) gl_info->gl_ops.gl.p_glEnable(GL_CLIP_PLANE1);
612 if (enable & WINED3DCLIPPLANE2) gl_info->gl_ops.gl.p_glEnable(GL_CLIP_PLANE2);
613 if (enable & WINED3DCLIPPLANE3) gl_info->gl_ops.gl.p_glEnable(GL_CLIP_PLANE3);
614 if (enable & WINED3DCLIPPLANE4) gl_info->gl_ops.gl.p_glEnable(GL_CLIP_PLANE4);
615 if (enable & WINED3DCLIPPLANE5) gl_info->gl_ops.gl.p_glEnable(GL_CLIP_PLANE5);
616 checkGLcall("clip plane enable");
618 if (disable & WINED3DCLIPPLANE0) gl_info->gl_ops.gl.p_glDisable(GL_CLIP_PLANE0);
619 if (disable & WINED3DCLIPPLANE1) gl_info->gl_ops.gl.p_glDisable(GL_CLIP_PLANE1);
620 if (disable & WINED3DCLIPPLANE2) gl_info->gl_ops.gl.p_glDisable(GL_CLIP_PLANE2);
621 if (disable & WINED3DCLIPPLANE3) gl_info->gl_ops.gl.p_glDisable(GL_CLIP_PLANE3);
622 if (disable & WINED3DCLIPPLANE4) gl_info->gl_ops.gl.p_glDisable(GL_CLIP_PLANE4);
623 if (disable & WINED3DCLIPPLANE5) gl_info->gl_ops.gl.p_glDisable(GL_CLIP_PLANE5);
624 checkGLcall("clip plane disable");
627 static void state_specularenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
629 const struct wined3d_gl_info *gl_info = context->gl_info;
630 /* Originally this used glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL,GL_SEPARATE_SPECULAR_COLOR)
631 * and (GL_LIGHT_MODEL_COLOR_CONTROL,GL_SINGLE_COLOR) to swap between enabled/disabled
632 * specular color. This is wrong:
633 * Separate specular color means the specular colour is maintained separately, whereas
634 * single color means it is merged in. However in both cases they are being used to
635 * some extent.
636 * To disable specular color, set it explicitly to black and turn off GL_COLOR_SUM_EXT
637 * NOTE: If not supported don't give FIXMEs the impact is really minimal and very few people are
638 * running 1.4 yet!
641 * If register combiners are enabled, enabling / disabling GL_COLOR_SUM has no effect.
642 * Instead, we need to setup the FinalCombiner properly.
644 * The default setup for the FinalCombiner is:
646 * <variable> <input> <mapping> <usage>
647 * GL_VARIABLE_A_NV GL_FOG, GL_UNSIGNED_IDENTITY_NV GL_ALPHA
648 * GL_VARIABLE_B_NV GL_SPARE0_PLUS_SECONDARY_COLOR_NV GL_UNSIGNED_IDENTITY_NV GL_RGB
649 * GL_VARIABLE_C_NV GL_FOG GL_UNSIGNED_IDENTITY_NV GL_RGB
650 * GL_VARIABLE_D_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
651 * GL_VARIABLE_E_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
652 * GL_VARIABLE_F_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
653 * GL_VARIABLE_G_NV GL_SPARE0_NV GL_UNSIGNED_IDENTITY_NV GL_ALPHA
655 * That's pretty much fine as it is, except for variable B, which needs to take
656 * either GL_SPARE0_PLUS_SECONDARY_COLOR_NV or GL_SPARE0_NV, depending on
657 * whether WINED3D_RS_SPECULARENABLE is enabled or not.
660 TRACE("Setting specular enable state and materials\n");
661 if (state->render_states[WINED3D_RS_SPECULARENABLE])
663 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float *)&state->material.specular);
664 checkGLcall("glMaterialfv");
666 if (state->material.power > gl_info->limits.shininess)
668 /* glMaterialf man page says that the material says that GL_SHININESS must be between 0.0
669 * and 128.0, although in d3d neither -1 nor 129 produce an error. GL_NV_max_light_exponent
670 * allows bigger values. If the extension is supported, gl_info->limits.shininess contains the
671 * value reported by the extension, otherwise 128. For values > gl_info->limits.shininess clamp
672 * them, it should be safe to do so without major visual distortions.
674 WARN("Material power = %.8e, limit %.8e\n", state->material.power, gl_info->limits.shininess);
675 gl_info->gl_ops.gl.p_glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, gl_info->limits.shininess);
677 else
679 gl_info->gl_ops.gl.p_glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, state->material.power);
681 checkGLcall("glMaterialf(GL_SHININESS)");
683 if (gl_info->supported[EXT_SECONDARY_COLOR])
684 gl_info->gl_ops.gl.p_glEnable(GL_COLOR_SUM_EXT);
685 else
686 TRACE("Specular colors cannot be enabled in this version of opengl\n");
687 checkGLcall("glEnable(GL_COLOR_SUM)");
689 if (gl_info->supported[NV_REGISTER_COMBINERS])
691 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_PLUS_SECONDARY_COLOR_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
692 checkGLcall("glFinalCombinerInputNV()");
694 } else {
695 static const GLfloat black[] = {0.0f, 0.0f, 0.0f, 0.0f};
697 /* for the case of enabled lighting: */
698 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
699 checkGLcall("glMaterialfv");
701 /* for the case of disabled lighting: */
702 if (gl_info->supported[EXT_SECONDARY_COLOR])
703 gl_info->gl_ops.gl.p_glDisable(GL_COLOR_SUM_EXT);
704 else
705 TRACE("Specular colors cannot be disabled in this version of opengl\n");
706 checkGLcall("glDisable(GL_COLOR_SUM)");
708 if (gl_info->supported[NV_REGISTER_COMBINERS])
710 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
711 checkGLcall("glFinalCombinerInputNV()");
715 TRACE("diffuse {%.8e, %.8e, %.8e, %.8e}\n",
716 state->material.diffuse.r, state->material.diffuse.g,
717 state->material.diffuse.b, state->material.diffuse.a);
718 TRACE("ambient {%.8e, %.8e, %.8e, %.8e}\n",
719 state->material.ambient.r, state->material.ambient.g,
720 state->material.ambient.b, state->material.ambient.a);
721 TRACE("specular {%.8e, %.8e, %.8e, %.8e}\n",
722 state->material.specular.r, state->material.specular.g,
723 state->material.specular.b, state->material.specular.a);
724 TRACE("emissive {%.8e, %.8e, %.8e, %.8e}\n",
725 state->material.emissive.r, state->material.emissive.g,
726 state->material.emissive.b, state->material.emissive.a);
728 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float *)&state->material.ambient);
729 checkGLcall("glMaterialfv(GL_AMBIENT)");
730 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float *)&state->material.diffuse);
731 checkGLcall("glMaterialfv(GL_DIFFUSE)");
732 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float *)&state->material.emissive);
733 checkGLcall("glMaterialfv(GL_EMISSION)");
736 static void state_texfactor(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
738 const struct wined3d_gl_info *gl_info = context->gl_info;
739 unsigned int i;
741 /* Note the texture color applies to all textures whereas
742 * GL_TEXTURE_ENV_COLOR applies to active only. */
743 float col[4];
744 D3DCOLORTOGLFLOAT4(state->render_states[WINED3D_RS_TEXTUREFACTOR], col);
746 /* And now the default texture color as well */
747 for (i = 0; i < context->d3d_info->limits.ffp_blend_stages; ++i)
749 /* Note the WINED3D_RS value applies to all textures, but GL has one
750 * per texture, so apply it now ready to be used! */
751 context_active_texture(context, gl_info, i);
753 gl_info->gl_ops.gl.p_glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, &col[0]);
754 checkGLcall("glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);");
758 static void renderstate_stencil_twosided(struct wined3d_context *context, GLint face,
759 GLint func, GLint ref, GLuint mask, GLint stencilFail, GLint depthFail, GLint stencilPass)
761 const struct wined3d_gl_info *gl_info = context->gl_info;
763 gl_info->gl_ops.gl.p_glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
764 checkGLcall("glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
765 GL_EXTCALL(glActiveStencilFaceEXT(face));
766 checkGLcall("glActiveStencilFaceEXT(...)");
767 gl_info->gl_ops.gl.p_glStencilFunc(func, ref, mask);
768 checkGLcall("glStencilFunc(...)");
769 gl_info->gl_ops.gl.p_glStencilOp(stencilFail, depthFail, stencilPass);
770 checkGLcall("glStencilOp(...)");
773 static GLenum gl_stencil_op(enum wined3d_stencil_op op)
775 switch (op)
777 case WINED3D_STENCIL_OP_KEEP:
778 return GL_KEEP;
779 case WINED3D_STENCIL_OP_ZERO:
780 return GL_ZERO;
781 case WINED3D_STENCIL_OP_REPLACE:
782 return GL_REPLACE;
783 case WINED3D_STENCIL_OP_INCR_SAT:
784 return GL_INCR;
785 case WINED3D_STENCIL_OP_DECR_SAT:
786 return GL_DECR;
787 case WINED3D_STENCIL_OP_INVERT:
788 return GL_INVERT;
789 case WINED3D_STENCIL_OP_INCR:
790 return GL_INCR_WRAP;
791 case WINED3D_STENCIL_OP_DECR:
792 return GL_DECR_WRAP;
793 default:
794 FIXME("Unrecognized stencil op %#x.\n", op);
795 return GL_KEEP;
799 static void state_stencil(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
801 const struct wined3d_gl_info *gl_info = context->gl_info;
802 DWORD onesided_enable;
803 DWORD twosided_enable;
804 GLint func;
805 GLint func_ccw;
806 GLint ref;
807 GLuint mask;
808 GLint stencilFail;
809 GLint stencilFail_ccw;
810 GLint stencilPass;
811 GLint stencilPass_ccw;
812 GLint depthFail;
813 GLint depthFail_ccw;
815 /* No stencil test without a stencil buffer. */
816 if (!state->fb->depth_stencil)
818 gl_info->gl_ops.gl.p_glDisable(GL_STENCIL_TEST);
819 checkGLcall("glDisable GL_STENCIL_TEST");
820 return;
823 onesided_enable = state->render_states[WINED3D_RS_STENCILENABLE];
824 twosided_enable = state->render_states[WINED3D_RS_TWOSIDEDSTENCILMODE];
825 if (!(func = wined3d_gl_compare_func(state->render_states[WINED3D_RS_STENCILFUNC])))
826 func = GL_ALWAYS;
827 if (!(func_ccw = wined3d_gl_compare_func(state->render_states[WINED3D_RS_CCW_STENCILFUNC])))
828 func_ccw = GL_ALWAYS;
829 ref = state->render_states[WINED3D_RS_STENCILREF];
830 mask = state->render_states[WINED3D_RS_STENCILMASK];
831 stencilFail = gl_stencil_op(state->render_states[WINED3D_RS_STENCILFAIL]);
832 depthFail = gl_stencil_op(state->render_states[WINED3D_RS_STENCILZFAIL]);
833 stencilPass = gl_stencil_op(state->render_states[WINED3D_RS_STENCILPASS]);
834 stencilFail_ccw = gl_stencil_op(state->render_states[WINED3D_RS_CCW_STENCILFAIL]);
835 depthFail_ccw = gl_stencil_op(state->render_states[WINED3D_RS_CCW_STENCILZFAIL]);
836 stencilPass_ccw = gl_stencil_op(state->render_states[WINED3D_RS_CCW_STENCILPASS]);
838 TRACE("(onesided %d, twosided %d, ref %x, mask %x, "
839 "GL_FRONT: func: %x, fail %x, zfail %x, zpass %x "
840 "GL_BACK: func: %x, fail %x, zfail %x, zpass %x )\n",
841 onesided_enable, twosided_enable, ref, mask,
842 func, stencilFail, depthFail, stencilPass,
843 func_ccw, stencilFail_ccw, depthFail_ccw, stencilPass_ccw);
845 if (twosided_enable && onesided_enable)
847 gl_info->gl_ops.gl.p_glEnable(GL_STENCIL_TEST);
848 checkGLcall("glEnable GL_STENCIL_TEST");
850 if (gl_info->supported[WINED3D_GL_VERSION_2_0])
852 GL_EXTCALL(glStencilFuncSeparate(GL_FRONT, func, ref, mask));
853 GL_EXTCALL(glStencilOpSeparate(GL_FRONT, stencilFail, depthFail, stencilPass));
854 GL_EXTCALL(glStencilFuncSeparate(GL_BACK, func_ccw, ref, mask));
855 GL_EXTCALL(glStencilOpSeparate(GL_BACK, stencilFail_ccw, depthFail_ccw, stencilPass_ccw));
856 checkGLcall("setting two sided stencil state");
858 else if (gl_info->supported[EXT_STENCIL_TWO_SIDE])
860 /* Apply back first, then front. This function calls glActiveStencilFaceEXT,
861 * which has an effect on the code below too. If we apply the front face
862 * afterwards, we are sure that the active stencil face is set to front,
863 * and other stencil functions which do not use two sided stencil do not have
864 * to set it back
866 renderstate_stencil_twosided(context, GL_BACK,
867 func_ccw, ref, mask, stencilFail_ccw, depthFail_ccw, stencilPass_ccw);
868 renderstate_stencil_twosided(context, GL_FRONT,
869 func, ref, mask, stencilFail, depthFail, stencilPass);
871 else if (gl_info->supported[ATI_SEPARATE_STENCIL])
873 GL_EXTCALL(glStencilFuncSeparateATI(func, func_ccw, ref, mask));
874 checkGLcall("glStencilFuncSeparateATI(...)");
875 GL_EXTCALL(glStencilOpSeparateATI(GL_FRONT, stencilFail, depthFail, stencilPass));
876 checkGLcall("glStencilOpSeparateATI(GL_FRONT, ...)");
877 GL_EXTCALL(glStencilOpSeparateATI(GL_BACK, stencilFail_ccw, depthFail_ccw, stencilPass_ccw));
878 checkGLcall("glStencilOpSeparateATI(GL_BACK, ...)");
880 else
882 ERR("Separate (two sided) stencil not supported on this version of opengl. Caps weren't honored?\n");
885 else if(onesided_enable)
887 if (gl_info->supported[EXT_STENCIL_TWO_SIDE])
889 gl_info->gl_ops.gl.p_glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
890 checkGLcall("glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
893 /* This code disables the ATI extension as well, since the standard stencil functions are equal
894 * to calling the ATI functions with GL_FRONT_AND_BACK as face parameter
896 gl_info->gl_ops.gl.p_glEnable(GL_STENCIL_TEST);
897 checkGLcall("glEnable GL_STENCIL_TEST");
898 gl_info->gl_ops.gl.p_glStencilFunc(func, ref, mask);
899 checkGLcall("glStencilFunc(...)");
900 gl_info->gl_ops.gl.p_glStencilOp(stencilFail, depthFail, stencilPass);
901 checkGLcall("glStencilOp(...)");
903 else
905 gl_info->gl_ops.gl.p_glDisable(GL_STENCIL_TEST);
906 checkGLcall("glDisable GL_STENCIL_TEST");
910 static void state_stencilwrite2s(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
912 DWORD mask = state->fb->depth_stencil ? state->render_states[WINED3D_RS_STENCILWRITEMASK] : 0;
913 const struct wined3d_gl_info *gl_info = context->gl_info;
915 GL_EXTCALL(glActiveStencilFaceEXT(GL_BACK));
916 checkGLcall("glActiveStencilFaceEXT(GL_BACK)");
917 gl_info->gl_ops.gl.p_glStencilMask(mask);
918 checkGLcall("glStencilMask");
919 GL_EXTCALL(glActiveStencilFaceEXT(GL_FRONT));
920 checkGLcall("glActiveStencilFaceEXT(GL_FRONT)");
921 gl_info->gl_ops.gl.p_glStencilMask(mask);
924 static void state_stencilwrite(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
926 DWORD mask = state->fb->depth_stencil ? state->render_states[WINED3D_RS_STENCILWRITEMASK] : 0;
927 const struct wined3d_gl_info *gl_info = context->gl_info;
929 gl_info->gl_ops.gl.p_glStencilMask(mask);
930 checkGLcall("glStencilMask");
933 static void state_fog_vertexpart(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
935 const struct wined3d_gl_info *gl_info = context->gl_info;
937 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
939 if (!state->render_states[WINED3D_RS_FOGENABLE])
940 return;
942 /* Table fog on: Never use fog coords, and use per-fragment fog */
943 if (state->render_states[WINED3D_RS_FOGTABLEMODE] != WINED3D_FOG_NONE)
945 gl_info->gl_ops.gl.p_glHint(GL_FOG_HINT, GL_NICEST);
946 if (context->fog_coord)
948 gl_info->gl_ops.gl.p_glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
949 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
950 context->fog_coord = FALSE;
953 /* Range fog is only used with per-vertex fog in d3d */
954 if (gl_info->supported[NV_FOG_DISTANCE])
956 gl_info->gl_ops.gl.p_glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV);
957 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV)");
959 return;
962 /* Otherwise use per-vertex fog in any case */
963 gl_info->gl_ops.gl.p_glHint(GL_FOG_HINT, GL_FASTEST);
965 if (state->render_states[WINED3D_RS_FOGVERTEXMODE] == WINED3D_FOG_NONE || context->last_was_rhw)
967 /* No fog at all, or transformed vertices: Use fog coord */
968 if (!context->fog_coord)
970 gl_info->gl_ops.gl.p_glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT);
971 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT)");
972 context->fog_coord = TRUE;
975 else
977 /* Otherwise, use the fragment depth */
978 if (context->fog_coord)
980 gl_info->gl_ops.gl.p_glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
981 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
982 context->fog_coord = FALSE;
985 if (state->render_states[WINED3D_RS_RANGEFOGENABLE])
987 if (gl_info->supported[NV_FOG_DISTANCE])
989 gl_info->gl_ops.gl.p_glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV);
990 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV)");
992 else
994 WARN("Range fog enabled, but not supported by this GL implementation.\n");
997 else if (gl_info->supported[NV_FOG_DISTANCE])
999 gl_info->gl_ops.gl.p_glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV);
1000 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV)");
1005 void state_fogstartend(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1007 const struct wined3d_gl_info *gl_info = context->gl_info;
1008 float fogstart, fogend;
1009 union {
1010 DWORD d;
1011 float f;
1012 } tmpvalue;
1014 switch(context->fog_source) {
1015 case FOGSOURCE_VS:
1016 fogstart = 1.0f;
1017 fogend = 0.0f;
1018 break;
1020 case FOGSOURCE_COORD:
1021 fogstart = 255.0f;
1022 fogend = 0.0f;
1023 break;
1025 case FOGSOURCE_FFP:
1026 tmpvalue.d = state->render_states[WINED3D_RS_FOGSTART];
1027 fogstart = tmpvalue.f;
1028 tmpvalue.d = state->render_states[WINED3D_RS_FOGEND];
1029 fogend = tmpvalue.f;
1030 /* Special handling for fogstart == fogend. In d3d with vertex
1031 * fog, everything is fogged. With table fog, everything with
1032 * fog_coord < fog_start is unfogged, and fog_coord > fog_start
1033 * is fogged. Windows drivers disagree when fog_coord == fog_start. */
1034 if (state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3D_FOG_NONE
1035 && fogstart == fogend)
1037 fogstart = -INFINITY;
1038 fogend = 0.0f;
1040 break;
1042 default:
1043 /* This should not happen.context->fog_source is set in wined3d, not the app.
1044 * Still this is needed to make the compiler happy
1046 ERR("Unexpected fog coordinate source\n");
1047 fogstart = 0.0f;
1048 fogend = 0.0f;
1051 gl_info->gl_ops.gl.p_glFogf(GL_FOG_START, fogstart);
1052 checkGLcall("glFogf(GL_FOG_START, fogstart)");
1053 TRACE("Fog Start == %f\n", fogstart);
1055 gl_info->gl_ops.gl.p_glFogf(GL_FOG_END, fogend);
1056 checkGLcall("glFogf(GL_FOG_END, fogend)");
1057 TRACE("Fog End == %f\n", fogend);
1060 void state_fog_fragpart(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1062 const struct wined3d_gl_info *gl_info = context->gl_info;
1063 enum fogsource new_source;
1064 DWORD fogstart = state->render_states[WINED3D_RS_FOGSTART];
1065 DWORD fogend = state->render_states[WINED3D_RS_FOGEND];
1067 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
1069 if (!state->render_states[WINED3D_RS_FOGENABLE])
1071 /* No fog? Disable it, and we're done :-) */
1072 glDisableWINE(GL_FOG);
1073 checkGLcall("glDisable GL_FOG");
1074 return;
1077 /* Fog Rules:
1079 * With fixed function vertex processing, Direct3D knows 2 different fog input sources.
1080 * It can use the Z value of the vertex, or the alpha component of the specular color.
1081 * This depends on the fog vertex, fog table and the vertex declaration. If the Z value
1082 * is used, fogstart, fogend and the equation type are used, otherwise linear fog with
1083 * start = 255, end = 0 is used. Obviously the msdn is not very clear on that.
1085 * FOGTABLEMODE != NONE:
1086 * The Z value is used, with the equation specified, no matter what vertex type.
1088 * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, untransformed:
1089 * Per vertex fog is calculated using the specified fog equation and the parameters
1091 * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, transformed, OR
1092 * FOGTABLEMODE == NONE, FOGVERTEXMODE == NONE, untransformed:
1093 * Linear fog with start = 255.0, end = 0.0, input comes from the specular color
1096 * Rules for vertex fog with shaders:
1098 * When mixing fixed function functionality with the programmable pipeline, D3D expects
1099 * the fog computation to happen during transformation while openGL expects it to happen
1100 * during rasterization. Also, prior to pixel shader 3.0 D3D handles fog blending after
1101 * the pixel shader while openGL always expects the pixel shader to handle the blending.
1102 * To solve this problem, WineD3D does:
1103 * 1) implement a linear fog equation and fog blending at the end of every pre 3.0 pixel
1104 * shader,
1105 * and 2) disables the fog computation (in either the fixed function or programmable
1106 * rasterizer) if using a vertex program.
1108 * D3D shaders can provide an explicit fog coordinate. This fog coordinate is used with
1109 * D3DRS_FOGTABLEMODE==D3DFOG_NONE. The FOGVERTEXMODE is ignored, d3d always uses linear
1110 * fog with start=1.0 and end=0.0 in this case. This is similar to fog coordinates in
1111 * the specular color, a vertex shader counts as pretransformed geometry in this case.
1112 * There are some GL differences between specular fog coords and vertex shaders though.
1114 * With table fog the vertex shader fog coordinate is ignored.
1116 * If a fogtablemode and a fogvertexmode are specified, table fog is applied (with or
1117 * without shaders).
1120 /* DX 7 sdk: "If both render states(vertex and table fog) are set to valid modes,
1121 * the system will apply only pixel(=table) fog effects."
1123 if (state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3D_FOG_NONE)
1125 if (use_vs(state))
1127 gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_LINEAR);
1128 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1129 new_source = FOGSOURCE_VS;
1131 else
1133 switch (state->render_states[WINED3D_RS_FOGVERTEXMODE])
1135 /* If processed vertices are used, fall through to the NONE case */
1136 case WINED3D_FOG_EXP:
1137 if (!context->last_was_rhw)
1139 gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_EXP);
1140 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)");
1141 new_source = FOGSOURCE_FFP;
1142 break;
1144 /* drop through */
1146 case WINED3D_FOG_EXP2:
1147 if (!context->last_was_rhw)
1149 gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_EXP2);
1150 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");
1151 new_source = FOGSOURCE_FFP;
1152 break;
1154 /* drop through */
1156 case WINED3D_FOG_LINEAR:
1157 if (!context->last_was_rhw)
1159 gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_LINEAR);
1160 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1161 new_source = FOGSOURCE_FFP;
1162 break;
1164 /* drop through */
1166 case WINED3D_FOG_NONE:
1167 /* Both are none? According to msdn the alpha channel of the specular
1168 * color contains a fog factor. Set it in drawStridedSlow.
1169 * Same happens with Vertexfog on transformed vertices
1171 new_source = FOGSOURCE_COORD;
1172 gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_LINEAR);
1173 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1174 break;
1176 default:
1177 FIXME("Unexpected WINED3D_RS_FOGVERTEXMODE %#x.\n",
1178 state->render_states[WINED3D_RS_FOGVERTEXMODE]);
1179 new_source = FOGSOURCE_FFP; /* Make the compiler happy */
1182 } else {
1183 new_source = FOGSOURCE_FFP;
1185 switch (state->render_states[WINED3D_RS_FOGTABLEMODE])
1187 case WINED3D_FOG_EXP:
1188 gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_EXP);
1189 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)");
1190 break;
1192 case WINED3D_FOG_EXP2:
1193 gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_EXP2);
1194 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");
1195 break;
1197 case WINED3D_FOG_LINEAR:
1198 gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_LINEAR);
1199 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1200 break;
1202 case WINED3D_FOG_NONE: /* Won't happen */
1203 default:
1204 FIXME("Unexpected WINED3D_RS_FOGTABLEMODE %#x.\n",
1205 state->render_states[WINED3D_RS_FOGTABLEMODE]);
1209 glEnableWINE(GL_FOG);
1210 checkGLcall("glEnable GL_FOG");
1211 if (new_source != context->fog_source || fogstart == fogend)
1213 context->fog_source = new_source;
1214 state_fogstartend(context, state, STATE_RENDER(WINED3D_RS_FOGSTART));
1218 void state_fogcolor(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1220 const struct wined3d_gl_info *gl_info = context->gl_info;
1221 float col[4];
1223 D3DCOLORTOGLFLOAT4(state->render_states[WINED3D_RS_FOGCOLOR], col);
1224 gl_info->gl_ops.gl.p_glFogfv(GL_FOG_COLOR, col);
1225 checkGLcall("glFog GL_FOG_COLOR");
1228 void state_fogdensity(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1230 const struct wined3d_gl_info *gl_info = context->gl_info;
1231 union {
1232 DWORD d;
1233 float f;
1234 } tmpvalue;
1236 tmpvalue.d = state->render_states[WINED3D_RS_FOGDENSITY];
1237 gl_info->gl_ops.gl.p_glFogfv(GL_FOG_DENSITY, &tmpvalue.f);
1238 checkGLcall("glFogf(GL_FOG_DENSITY, (float) Value)");
1241 static void state_colormat(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1243 const struct wined3d_gl_info *gl_info = context->gl_info;
1244 GLenum Parm = 0;
1246 /* Depends on the decoded vertex declaration to read the existence of diffuse data.
1247 * The vertex declaration will call this function if the fixed function pipeline is used.
1250 if(isStateDirty(context, STATE_VDECL)) {
1251 return;
1254 context->num_untracked_materials = 0;
1255 if ((context->stream_info.use_map & (1 << WINED3D_FFP_DIFFUSE))
1256 && state->render_states[WINED3D_RS_COLORVERTEX])
1258 TRACE("diff %d, amb %d, emis %d, spec %d\n",
1259 state->render_states[WINED3D_RS_DIFFUSEMATERIALSOURCE],
1260 state->render_states[WINED3D_RS_AMBIENTMATERIALSOURCE],
1261 state->render_states[WINED3D_RS_EMISSIVEMATERIALSOURCE],
1262 state->render_states[WINED3D_RS_SPECULARMATERIALSOURCE]);
1264 if (state->render_states[WINED3D_RS_DIFFUSEMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1266 if (state->render_states[WINED3D_RS_AMBIENTMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1267 Parm = GL_AMBIENT_AND_DIFFUSE;
1268 else
1269 Parm = GL_DIFFUSE;
1270 if (state->render_states[WINED3D_RS_EMISSIVEMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1272 context->untracked_materials[context->num_untracked_materials] = GL_EMISSION;
1273 context->num_untracked_materials++;
1275 if (state->render_states[WINED3D_RS_SPECULARMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1277 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1278 context->num_untracked_materials++;
1281 else if (state->render_states[WINED3D_RS_AMBIENTMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1283 Parm = GL_AMBIENT;
1284 if (state->render_states[WINED3D_RS_EMISSIVEMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1286 context->untracked_materials[context->num_untracked_materials] = GL_EMISSION;
1287 context->num_untracked_materials++;
1289 if (state->render_states[WINED3D_RS_SPECULARMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1291 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1292 context->num_untracked_materials++;
1295 else if (state->render_states[WINED3D_RS_EMISSIVEMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1297 Parm = GL_EMISSION;
1298 if (state->render_states[WINED3D_RS_SPECULARMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1300 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1301 context->num_untracked_materials++;
1304 else if (state->render_states[WINED3D_RS_SPECULARMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1306 Parm = GL_SPECULAR;
1310 /* Nothing changed, return. */
1311 if (Parm == context->tracking_parm) return;
1313 if (!Parm)
1315 gl_info->gl_ops.gl.p_glDisable(GL_COLOR_MATERIAL);
1316 checkGLcall("glDisable GL_COLOR_MATERIAL");
1318 else
1320 gl_info->gl_ops.gl.p_glColorMaterial(GL_FRONT_AND_BACK, Parm);
1321 checkGLcall("glColorMaterial(GL_FRONT_AND_BACK, Parm)");
1322 gl_info->gl_ops.gl.p_glEnable(GL_COLOR_MATERIAL);
1323 checkGLcall("glEnable(GL_COLOR_MATERIAL)");
1326 /* Apparently calls to glMaterialfv are ignored for properties we're
1327 * tracking with glColorMaterial, so apply those here. */
1328 switch (context->tracking_parm)
1330 case GL_AMBIENT_AND_DIFFUSE:
1331 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float *)&state->material.ambient);
1332 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float *)&state->material.diffuse);
1333 checkGLcall("glMaterialfv");
1334 break;
1336 case GL_DIFFUSE:
1337 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float *)&state->material.diffuse);
1338 checkGLcall("glMaterialfv");
1339 break;
1341 case GL_AMBIENT:
1342 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float *)&state->material.ambient);
1343 checkGLcall("glMaterialfv");
1344 break;
1346 case GL_EMISSION:
1347 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float *)&state->material.emissive);
1348 checkGLcall("glMaterialfv");
1349 break;
1351 case GL_SPECULAR:
1352 /* Only change material color if specular is enabled, otherwise it is set to black */
1353 if (state->render_states[WINED3D_RS_SPECULARENABLE])
1355 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float *)&state->material.specular);
1356 checkGLcall("glMaterialfv");
1358 else
1360 static const GLfloat black[] = {0.0f, 0.0f, 0.0f, 0.0f};
1361 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
1362 checkGLcall("glMaterialfv");
1364 break;
1367 context->tracking_parm = Parm;
1370 static void state_linepattern(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1372 const struct wined3d_gl_info *gl_info = context->gl_info;
1373 union
1375 DWORD d;
1376 struct wined3d_line_pattern lp;
1377 } tmppattern;
1378 tmppattern.d = state->render_states[WINED3D_RS_LINEPATTERN];
1380 TRACE("Line pattern: repeat %d bits %x.\n", tmppattern.lp.repeat_factor, tmppattern.lp.line_pattern);
1382 if (tmppattern.lp.repeat_factor)
1384 gl_info->gl_ops.gl.p_glLineStipple(tmppattern.lp.repeat_factor, tmppattern.lp.line_pattern);
1385 checkGLcall("glLineStipple(repeat, linepattern)");
1386 gl_info->gl_ops.gl.p_glEnable(GL_LINE_STIPPLE);
1387 checkGLcall("glEnable(GL_LINE_STIPPLE);");
1389 else
1391 gl_info->gl_ops.gl.p_glDisable(GL_LINE_STIPPLE);
1392 checkGLcall("glDisable(GL_LINE_STIPPLE);");
1396 static void state_normalize(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1398 const struct wined3d_gl_info *gl_info = context->gl_info;
1400 if (isStateDirty(context, STATE_VDECL))
1401 return;
1403 /* Without vertex normals, we set the current normal to 0/0/0 to remove the diffuse factor
1404 * from the opengl lighting equation, as d3d does. Normalization of 0/0/0 can lead to a division
1405 * by zero and is not properly defined in opengl, so avoid it
1407 if (state->render_states[WINED3D_RS_NORMALIZENORMALS]
1408 && (context->stream_info.use_map & (1 << WINED3D_FFP_NORMAL)))
1410 gl_info->gl_ops.gl.p_glEnable(GL_NORMALIZE);
1411 checkGLcall("glEnable(GL_NORMALIZE);");
1413 else
1415 gl_info->gl_ops.gl.p_glDisable(GL_NORMALIZE);
1416 checkGLcall("glDisable(GL_NORMALIZE);");
1420 void state_psizemin_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1422 union {
1423 DWORD d;
1424 float f;
1425 } tmpvalue;
1427 tmpvalue.d = state->render_states[WINED3D_RS_POINTSIZE_MIN];
1428 if (tmpvalue.f != 1.0f)
1430 FIXME("WINED3D_RS_POINTSIZE_MIN not supported on this opengl, value is %f\n", tmpvalue.f);
1432 tmpvalue.d = state->render_states[WINED3D_RS_POINTSIZE_MAX];
1433 if (tmpvalue.f != 64.0f)
1435 FIXME("WINED3D_RS_POINTSIZE_MAX not supported on this opengl, value is %f\n", tmpvalue.f);
1440 void state_psizemin_ext(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1442 const struct wined3d_gl_info *gl_info = context->gl_info;
1443 union
1445 DWORD d;
1446 float f;
1447 } min, max;
1449 min.d = state->render_states[WINED3D_RS_POINTSIZE_MIN];
1450 max.d = state->render_states[WINED3D_RS_POINTSIZE_MAX];
1452 /* Max point size trumps min point size */
1453 if(min.f > max.f) {
1454 min.f = max.f;
1457 GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MIN_EXT, min.f);
1458 checkGLcall("glPointParameterfEXT(...)");
1459 GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MAX_EXT, max.f);
1460 checkGLcall("glPointParameterfEXT(...)");
1463 void state_psizemin_arb(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1465 const struct wined3d_gl_info *gl_info = context->gl_info;
1466 union
1468 DWORD d;
1469 float f;
1470 } min, max;
1472 min.d = state->render_states[WINED3D_RS_POINTSIZE_MIN];
1473 max.d = state->render_states[WINED3D_RS_POINTSIZE_MAX];
1475 /* Max point size trumps min point size */
1476 if(min.f > max.f) {
1477 min.f = max.f;
1480 GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MIN_ARB, min.f);
1481 checkGLcall("glPointParameterfARB(...)");
1482 GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MAX_ARB, max.f);
1483 checkGLcall("glPointParameterfARB(...)");
1486 void state_pscale(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1488 const struct wined3d_gl_info *gl_info = context->gl_info;
1489 /* TODO: Group this with the viewport */
1491 * POINTSCALEENABLE controls how point size value is treated. If set to
1492 * true, the point size is scaled with respect to height of viewport.
1493 * When set to false point size is in pixels.
1496 /* Default values */
1497 GLfloat att[3] = {1.0f, 0.0f, 0.0f};
1498 union {
1499 DWORD d;
1500 float f;
1501 } pointSize, A, B, C;
1503 pointSize.d = state->render_states[WINED3D_RS_POINTSIZE];
1504 A.d = state->render_states[WINED3D_RS_POINTSCALE_A];
1505 B.d = state->render_states[WINED3D_RS_POINTSCALE_B];
1506 C.d = state->render_states[WINED3D_RS_POINTSCALE_C];
1508 if (state->render_states[WINED3D_RS_POINTSCALEENABLE])
1510 DWORD h = state->viewport.height;
1511 GLfloat scaleFactor;
1513 if (pointSize.f < gl_info->limits.pointsize_min)
1515 /* Minimum valid point size for OpenGL is driver specific. For Direct3D it is
1516 * 0.0f. This means that OpenGL will clamp really small point sizes to the
1517 * driver minimum. To correct for this we need to multiply by the scale factor when sizes
1518 * are less than 1.0f. scale_factor = 1.0f / point_size.
1520 scaleFactor = pointSize.f / gl_info->limits.pointsize_min;
1521 /* Clamp the point size, don't rely on the driver to do it. MacOS says min point size
1522 * is 1.0, but then accepts points below that and draws too small points
1524 pointSize.f = gl_info->limits.pointsize_min;
1526 else if(pointSize.f > gl_info->limits.pointsize_max)
1528 /* gl already scales the input to glPointSize,
1529 * d3d scales the result after the point size scale.
1530 * If the point size is bigger than the max size, use the
1531 * scaling to scale it bigger, and set the gl point size to max
1533 scaleFactor = pointSize.f / gl_info->limits.pointsize_max;
1534 TRACE("scale: %f\n", scaleFactor);
1535 pointSize.f = gl_info->limits.pointsize_max;
1536 } else {
1537 scaleFactor = 1.0f;
1539 scaleFactor = powf(h * scaleFactor, 2);
1541 att[0] = A.f / scaleFactor;
1542 att[1] = B.f / scaleFactor;
1543 att[2] = C.f / scaleFactor;
1546 if (gl_info->supported[ARB_POINT_PARAMETERS])
1548 GL_EXTCALL(glPointParameterfvARB)(GL_POINT_DISTANCE_ATTENUATION_ARB, att);
1549 checkGLcall("glPointParameterfvARB(GL_DISTANCE_ATTENUATION_ARB, ...)");
1551 else if (gl_info->supported[EXT_POINT_PARAMETERS])
1553 GL_EXTCALL(glPointParameterfvEXT)(GL_DISTANCE_ATTENUATION_EXT, att);
1554 checkGLcall("glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT, ...)");
1556 else if (state->render_states[WINED3D_RS_POINTSCALEENABLE])
1558 WARN("POINT_PARAMETERS not supported in this version of opengl\n");
1561 gl_info->gl_ops.gl.p_glPointSize(pointSize.f);
1562 checkGLcall("glPointSize(...);");
1565 static void state_debug_monitor(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1567 WARN("token: %#x.\n", state->render_states[WINED3D_RS_DEBUGMONITORTOKEN]);
1570 static void state_colorwrite(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1572 DWORD mask0 = state->render_states[WINED3D_RS_COLORWRITEENABLE];
1573 DWORD mask1 = state->render_states[WINED3D_RS_COLORWRITEENABLE1];
1574 DWORD mask2 = state->render_states[WINED3D_RS_COLORWRITEENABLE2];
1575 DWORD mask3 = state->render_states[WINED3D_RS_COLORWRITEENABLE3];
1576 const struct wined3d_gl_info *gl_info = context->gl_info;
1578 TRACE("Color mask: r(%d) g(%d) b(%d) a(%d)\n",
1579 mask0 & WINED3DCOLORWRITEENABLE_RED ? 1 : 0,
1580 mask0 & WINED3DCOLORWRITEENABLE_GREEN ? 1 : 0,
1581 mask0 & WINED3DCOLORWRITEENABLE_BLUE ? 1 : 0,
1582 mask0 & WINED3DCOLORWRITEENABLE_ALPHA ? 1 : 0);
1583 gl_info->gl_ops.gl.p_glColorMask(mask0 & WINED3DCOLORWRITEENABLE_RED ? GL_TRUE : GL_FALSE,
1584 mask0 & WINED3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE,
1585 mask0 & WINED3DCOLORWRITEENABLE_BLUE ? GL_TRUE : GL_FALSE,
1586 mask0 & WINED3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE);
1587 checkGLcall("glColorMask(...)");
1589 if (!((mask1 == mask0 && mask2 == mask0 && mask3 == mask0)
1590 || (mask1 == 0xf && mask2 == 0xf && mask3 == 0xf)))
1592 FIXME("WINED3D_RS_COLORWRITEENABLE/1/2/3, %#x/%#x/%#x/%#x not yet implemented.\n",
1593 mask0, mask1, mask2, mask3);
1594 FIXME("Missing of cap D3DPMISCCAPS_INDEPENDENTWRITEMASKS wasn't honored?\n");
1598 static void set_color_mask(const struct wined3d_gl_info *gl_info, UINT index, DWORD mask)
1600 GL_EXTCALL(glColorMaski(index,
1601 mask & WINED3DCOLORWRITEENABLE_RED ? GL_TRUE : GL_FALSE,
1602 mask & WINED3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE,
1603 mask & WINED3DCOLORWRITEENABLE_BLUE ? GL_TRUE : GL_FALSE,
1604 mask & WINED3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE));
1605 checkGLcall("glColorMaski");
1608 static void state_colorwrite0(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1610 set_color_mask(context->gl_info, 0, state->render_states[WINED3D_RS_COLORWRITEENABLE]);
1613 static void state_colorwrite1(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1615 set_color_mask(context->gl_info, 1, state->render_states[WINED3D_RS_COLORWRITEENABLE1]);
1618 static void state_colorwrite2(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1620 set_color_mask(context->gl_info, 2, state->render_states[WINED3D_RS_COLORWRITEENABLE2]);
1623 static void state_colorwrite3(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1625 set_color_mask(context->gl_info, 3, state->render_states[WINED3D_RS_COLORWRITEENABLE3]);
1628 static void state_localviewer(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1630 const struct wined3d_gl_info *gl_info = context->gl_info;
1632 if (state->render_states[WINED3D_RS_LOCALVIEWER])
1634 gl_info->gl_ops.gl.p_glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1);
1635 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1)");
1637 else
1639 gl_info->gl_ops.gl.p_glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0);
1640 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0)");
1644 static void state_lastpixel(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1646 if (state->render_states[WINED3D_RS_LASTPIXEL])
1648 TRACE("Last Pixel Drawing Enabled\n");
1650 else
1652 static BOOL warned;
1653 if (!warned) {
1654 FIXME("Last Pixel Drawing Disabled, not handled yet\n");
1655 warned = TRUE;
1656 } else {
1657 TRACE("Last Pixel Drawing Disabled, not handled yet\n");
1662 void state_pointsprite_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1664 static BOOL warned;
1666 /* TODO: NV_POINT_SPRITE */
1667 if (!warned && state->render_states[WINED3D_RS_POINTSPRITEENABLE])
1669 /* A FIXME, not a WARN because point sprites should be software emulated if not supported by HW */
1670 FIXME("Point sprites not supported\n");
1671 warned = TRUE;
1675 void state_pointsprite(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1677 const struct wined3d_gl_info *gl_info = context->gl_info;
1679 if (state->render_states[WINED3D_RS_POINTSPRITEENABLE])
1681 gl_info->gl_ops.gl.p_glEnable(GL_POINT_SPRITE_ARB);
1682 checkGLcall("glEnable(GL_POINT_SPRITE_ARB)");
1684 else
1686 gl_info->gl_ops.gl.p_glDisable(GL_POINT_SPRITE_ARB);
1687 checkGLcall("glDisable(GL_POINT_SPRITE_ARB)");
1691 static void state_wrap(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1693 if (state->render_states[WINED3D_RS_WRAP0]
1694 || state->render_states[WINED3D_RS_WRAP1]
1695 || state->render_states[WINED3D_RS_WRAP2]
1696 || state->render_states[WINED3D_RS_WRAP3]
1697 || state->render_states[WINED3D_RS_WRAP4]
1698 || state->render_states[WINED3D_RS_WRAP5]
1699 || state->render_states[WINED3D_RS_WRAP6]
1700 || state->render_states[WINED3D_RS_WRAP7]
1701 || state->render_states[WINED3D_RS_WRAP8]
1702 || state->render_states[WINED3D_RS_WRAP9]
1703 || state->render_states[WINED3D_RS_WRAP10]
1704 || state->render_states[WINED3D_RS_WRAP11]
1705 || state->render_states[WINED3D_RS_WRAP12]
1706 || state->render_states[WINED3D_RS_WRAP13]
1707 || state->render_states[WINED3D_RS_WRAP14]
1708 || state->render_states[WINED3D_RS_WRAP15])
1709 FIXME("(WINED3D_RS_WRAP0) Texture wrapping not yet supported.\n");
1712 static void state_msaa_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1714 if (state->render_states[WINED3D_RS_MULTISAMPLEANTIALIAS])
1715 WARN("Multisample antialiasing not supported by GL.\n");
1718 static void state_msaa(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1720 const struct wined3d_gl_info *gl_info = context->gl_info;
1722 if (state->render_states[WINED3D_RS_MULTISAMPLEANTIALIAS])
1724 gl_info->gl_ops.gl.p_glEnable(GL_MULTISAMPLE_ARB);
1725 checkGLcall("glEnable(GL_MULTISAMPLE_ARB)");
1727 else
1729 gl_info->gl_ops.gl.p_glDisable(GL_MULTISAMPLE_ARB);
1730 checkGLcall("glDisable(GL_MULTISAMPLE_ARB)");
1734 static void state_scissor(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1736 const struct wined3d_gl_info *gl_info = context->gl_info;
1738 if (state->render_states[WINED3D_RS_SCISSORTESTENABLE])
1740 gl_info->gl_ops.gl.p_glEnable(GL_SCISSOR_TEST);
1741 checkGLcall("glEnable(GL_SCISSOR_TEST)");
1743 else
1745 gl_info->gl_ops.gl.p_glDisable(GL_SCISSOR_TEST);
1746 checkGLcall("glDisable(GL_SCISSOR_TEST)");
1750 /* The Direct3D depth bias is specified in normalized depth coordinates. In
1751 * OpenGL the bias is specified in units of "the smallest value that is
1752 * guaranteed to produce a resolvable offset for a given implementation". To
1753 * convert from D3D to GL we need to divide the D3D depth bias by that value.
1754 * There's no practical way to retrieve that value from a given GL
1755 * implementation, but the D3D application has essentially the same problem,
1756 * which makes a guess of the depth buffer format's highest possible value a
1757 * reasonable guess. Note that SLOPESCALEDEPTHBIAS is a scaling factor for the
1758 * depth slope, and doesn't need to be scaled. */
1759 static void state_depthbias(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1761 const struct wined3d_gl_info *gl_info = context->gl_info;
1763 if (state->render_states[WINED3D_RS_SLOPESCALEDEPTHBIAS]
1764 || state->render_states[WINED3D_RS_DEPTHBIAS])
1766 const struct wined3d_rendertarget_view *depth = state->fb->depth_stencil;
1767 float scale;
1769 union
1771 DWORD d;
1772 float f;
1773 } scale_bias, const_bias;
1775 scale_bias.d = state->render_states[WINED3D_RS_SLOPESCALEDEPTHBIAS];
1776 const_bias.d = state->render_states[WINED3D_RS_DEPTHBIAS];
1778 gl_info->gl_ops.gl.p_glEnable(GL_POLYGON_OFFSET_FILL);
1779 checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL)");
1781 if (context->swapchain->device->wined3d->flags & WINED3D_LEGACY_DEPTH_BIAS)
1783 float bias = -(float)const_bias.d;
1784 gl_info->gl_ops.gl.p_glPolygonOffset(bias, bias);
1785 checkGLcall("glPolygonOffset");
1787 else
1789 if (depth)
1791 const struct wined3d_format *fmt = depth->format;
1792 scale = powf(2, fmt->depth_size) - 1;
1793 TRACE("Depth format %s, using depthbias scale of %.8e.\n",
1794 debug_d3dformat(fmt->id), scale);
1796 else
1798 /* The context manager will reapply this state on a depth stencil change */
1799 TRACE("No depth stencil, using depthbias scale of 0.0.\n");
1800 scale = 0.0f;
1803 gl_info->gl_ops.gl.p_glPolygonOffset(scale_bias.f, const_bias.f * scale);
1804 checkGLcall("glPolygonOffset(...)");
1807 else
1809 gl_info->gl_ops.gl.p_glDisable(GL_POLYGON_OFFSET_FILL);
1810 checkGLcall("glDisable(GL_POLYGON_OFFSET_FILL)");
1814 static void state_zvisible(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1816 if (state->render_states[WINED3D_RS_ZVISIBLE])
1817 FIXME("WINED3D_RS_ZVISIBLE not implemented.\n");
1820 static void state_perspective(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1822 const struct wined3d_gl_info *gl_info = context->gl_info;
1824 if (state->render_states[WINED3D_RS_TEXTUREPERSPECTIVE])
1826 gl_info->gl_ops.gl.p_glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
1827 checkGLcall("glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST)");
1829 else
1831 gl_info->gl_ops.gl.p_glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
1832 checkGLcall("glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST)");
1836 static void state_stippledalpha(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1838 if (state->render_states[WINED3D_RS_STIPPLEDALPHA])
1839 FIXME("Stippled Alpha not supported yet.\n");
1842 static void state_antialias(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1844 if (state->render_states[WINED3D_RS_ANTIALIAS])
1845 FIXME("Antialias not supported yet.\n");
1848 static void state_multisampmask(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1850 if (state->render_states[WINED3D_RS_MULTISAMPLEMASK] != 0xffffffff)
1851 FIXME("WINED3D_RS_MULTISAMPLEMASK %#x not yet implemented.\n",
1852 state->render_states[WINED3D_RS_MULTISAMPLEMASK]);
1855 static void state_patchedgestyle(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1857 if (state->render_states[WINED3D_RS_PATCHEDGESTYLE] != WINED3D_PATCH_EDGE_DISCRETE)
1858 FIXME("WINED3D_RS_PATCHEDGESTYLE %#x not yet implemented.\n",
1859 state->render_states[WINED3D_RS_PATCHEDGESTYLE]);
1862 static void state_patchsegments(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1864 union {
1865 DWORD d;
1866 float f;
1867 } tmpvalue;
1868 tmpvalue.f = 1.0f;
1870 if (state->render_states[WINED3D_RS_PATCHSEGMENTS] != tmpvalue.d)
1872 static BOOL displayed = FALSE;
1874 tmpvalue.d = state->render_states[WINED3D_RS_PATCHSEGMENTS];
1875 if(!displayed)
1876 FIXME("(WINED3D_RS_PATCHSEGMENTS,%f) not yet implemented\n", tmpvalue.f);
1878 displayed = TRUE;
1882 static void state_positiondegree(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1884 if (state->render_states[WINED3D_RS_POSITIONDEGREE] != WINED3D_DEGREE_CUBIC)
1885 FIXME("WINED3D_RS_POSITIONDEGREE %#x not yet implemented.\n",
1886 state->render_states[WINED3D_RS_POSITIONDEGREE]);
1889 static void state_normaldegree(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1891 if (state->render_states[WINED3D_RS_NORMALDEGREE] != WINED3D_DEGREE_LINEAR)
1892 FIXME("WINED3D_RS_NORMALDEGREE %#x not yet implemented.\n",
1893 state->render_states[WINED3D_RS_NORMALDEGREE]);
1896 static void state_tessellation(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1898 if (state->render_states[WINED3D_RS_ENABLEADAPTIVETESSELLATION])
1899 FIXME("WINED3D_RS_ENABLEADAPTIVETESSELLATION %#x not yet implemented.\n",
1900 state->render_states[WINED3D_RS_ENABLEADAPTIVETESSELLATION]);
1903 static void state_nvdb(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1905 union {
1906 DWORD d;
1907 float f;
1908 } zmin, zmax;
1910 const struct wined3d_gl_info *gl_info = context->gl_info;
1912 if (state->render_states[WINED3D_RS_ADAPTIVETESS_X] == WINED3DFMT_NVDB)
1914 zmin.d = state->render_states[WINED3D_RS_ADAPTIVETESS_Z];
1915 zmax.d = state->render_states[WINED3D_RS_ADAPTIVETESS_W];
1917 /* If zmin is larger than zmax INVALID_VALUE error is generated.
1918 * In d3d9 test is not performed in this case*/
1919 if (zmin.f <= zmax.f)
1921 gl_info->gl_ops.gl.p_glEnable(GL_DEPTH_BOUNDS_TEST_EXT);
1922 checkGLcall("glEnable(GL_DEPTH_BOUNDS_TEST_EXT)");
1923 GL_EXTCALL(glDepthBoundsEXT(zmin.f, zmax.f));
1924 checkGLcall("glDepthBoundsEXT(...)");
1926 else
1928 gl_info->gl_ops.gl.p_glDisable(GL_DEPTH_BOUNDS_TEST_EXT);
1929 checkGLcall("glDisable(GL_DEPTH_BOUNDS_TEST_EXT)");
1932 else
1934 gl_info->gl_ops.gl.p_glDisable(GL_DEPTH_BOUNDS_TEST_EXT);
1935 checkGLcall("glDisable(GL_DEPTH_BOUNDS_TEST_EXT)");
1938 state_tessellation(context, state, STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION));
1941 static void state_wrapu(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1943 if (state->render_states[WINED3D_RS_WRAPU])
1944 FIXME("Render state WINED3D_RS_WRAPU not implemented yet.\n");
1947 static void state_wrapv(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1949 if (state->render_states[WINED3D_RS_WRAPV])
1950 FIXME("Render state WINED3D_RS_WRAPV not implemented yet.\n");
1953 static void state_monoenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1955 if (state->render_states[WINED3D_RS_MONOENABLE])
1956 FIXME("Render state WINED3D_RS_MONOENABLE not implemented yet.\n");
1959 static void state_rop2(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1961 if (state->render_states[WINED3D_RS_ROP2])
1962 FIXME("Render state WINED3D_RS_ROP2 not implemented yet.\n");
1965 static void state_planemask(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1967 if (state->render_states[WINED3D_RS_PLANEMASK])
1968 FIXME("Render state WINED3D_RS_PLANEMASK not implemented yet.\n");
1971 static void state_subpixel(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1973 if (state->render_states[WINED3D_RS_SUBPIXEL])
1974 FIXME("Render state WINED3D_RS_SUBPIXEL not implemented yet.\n");
1977 static void state_subpixelx(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1979 if (state->render_states[WINED3D_RS_SUBPIXELX])
1980 FIXME("Render state WINED3D_RS_SUBPIXELX not implemented yet.\n");
1983 static void state_stippleenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1985 if (state->render_states[WINED3D_RS_STIPPLEENABLE])
1986 FIXME("Render state WINED3D_RS_STIPPLEENABLE not implemented yet.\n");
1989 static void state_mipmaplodbias(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1991 if (state->render_states[WINED3D_RS_MIPMAPLODBIAS])
1992 FIXME("Render state WINED3D_RS_MIPMAPLODBIAS not implemented yet.\n");
1995 static void state_anisotropy(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1997 if (state->render_states[WINED3D_RS_ANISOTROPY])
1998 FIXME("Render state WINED3D_RS_ANISOTROPY not implemented yet.\n");
2001 static void state_flushbatch(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
2003 if (state->render_states[WINED3D_RS_FLUSHBATCH])
2004 FIXME("Render state WINED3D_RS_FLUSHBATCH not implemented yet.\n");
2007 static void state_translucentsi(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
2009 if (state->render_states[WINED3D_RS_TRANSLUCENTSORTINDEPENDENT])
2010 FIXME("Render state WINED3D_RS_TRANSLUCENTSORTINDEPENDENT not implemented yet.\n");
2013 static void state_extents(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
2015 if (state->render_states[WINED3D_RS_EXTENTS])
2016 FIXME("Render state WINED3D_RS_EXTENTS not implemented yet.\n");
2019 static void state_ckeyblend(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
2021 if (state->render_states[WINED3D_RS_COLORKEYBLENDENABLE])
2022 FIXME("Render state WINED3D_RS_COLORKEYBLENDENABLE not implemented yet.\n");
2025 static void state_swvp(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
2027 if (state->render_states[WINED3D_RS_SOFTWAREVERTEXPROCESSING])
2028 FIXME("Software vertex processing not implemented.\n");
2031 static void get_src_and_opr(DWORD arg, BOOL is_alpha, GLenum* source, GLenum* operand) {
2032 /* The WINED3DTA_ALPHAREPLICATE flag specifies the alpha component of the
2033 * input should be used for all input components. The WINED3DTA_COMPLEMENT
2034 * flag specifies the complement of the input should be used. */
2035 BOOL from_alpha = is_alpha || arg & WINED3DTA_ALPHAREPLICATE;
2036 BOOL complement = arg & WINED3DTA_COMPLEMENT;
2038 /* Calculate the operand */
2039 if (complement) {
2040 if (from_alpha) *operand = GL_ONE_MINUS_SRC_ALPHA;
2041 else *operand = GL_ONE_MINUS_SRC_COLOR;
2042 } else {
2043 if (from_alpha) *operand = GL_SRC_ALPHA;
2044 else *operand = GL_SRC_COLOR;
2047 /* Calculate the source */
2048 switch (arg & WINED3DTA_SELECTMASK) {
2049 case WINED3DTA_CURRENT: *source = GL_PREVIOUS_EXT; break;
2050 case WINED3DTA_DIFFUSE: *source = GL_PRIMARY_COLOR_EXT; break;
2051 case WINED3DTA_TEXTURE: *source = GL_TEXTURE; break;
2052 case WINED3DTA_TFACTOR: *source = GL_CONSTANT_EXT; break;
2053 case WINED3DTA_SPECULAR:
2055 * According to the GL_ARB_texture_env_combine specs, SPECULAR is
2056 * 'Secondary color' and isn't supported until base GL supports it
2057 * There is no concept of temp registers as far as I can tell
2059 FIXME("Unhandled texture arg WINED3DTA_SPECULAR\n");
2060 *source = GL_TEXTURE;
2061 break;
2062 default:
2063 FIXME("Unrecognized texture arg %#x\n", arg);
2064 *source = GL_TEXTURE;
2065 break;
2069 /* Setup the texture operations texture stage states */
2070 static void set_tex_op(const struct wined3d_gl_info *gl_info, const struct wined3d_state *state,
2071 BOOL isAlpha, int Stage, enum wined3d_texture_op op, DWORD arg1, DWORD arg2, DWORD arg3)
2073 GLenum src1, src2, src3;
2074 GLenum opr1, opr2, opr3;
2075 GLenum comb_target;
2076 GLenum src0_target, src1_target, src2_target;
2077 GLenum opr0_target, opr1_target, opr2_target;
2078 GLenum scal_target;
2079 GLenum opr=0, invopr, src3_target, opr3_target;
2080 BOOL Handled = FALSE;
2082 TRACE("Alpha?(%d), Stage:%d Op(%s), a1(%d), a2(%d), a3(%d)\n", isAlpha, Stage, debug_d3dtop(op), arg1, arg2, arg3);
2084 /* Operations usually involve two args, src0 and src1 and are operations
2085 * of the form (a1 <operation> a2). However, some of the more complex
2086 * operations take 3 parameters. Instead of the (sensible) addition of a3,
2087 * Microsoft added in a third parameter called a0. Therefore these are
2088 * operations of the form a0 <operation> a1 <operation> a2. I.e., the new
2089 * parameter goes to the front.
2091 * However, below we treat the new (a0) parameter as src2/opr2, so in the
2092 * actual functions below, expect their syntax to differ slightly to those
2093 * listed in the manuals. I.e., replace arg1 with arg3, arg2 with arg1 and
2094 * arg3 with arg2. This affects WINED3DTOP_MULTIPLYADD and WINED3DTOP_LERP. */
2096 if (isAlpha)
2098 comb_target = GL_COMBINE_ALPHA;
2099 src0_target = GL_SOURCE0_ALPHA;
2100 src1_target = GL_SOURCE1_ALPHA;
2101 src2_target = GL_SOURCE2_ALPHA;
2102 opr0_target = GL_OPERAND0_ALPHA;
2103 opr1_target = GL_OPERAND1_ALPHA;
2104 opr2_target = GL_OPERAND2_ALPHA;
2105 scal_target = GL_ALPHA_SCALE;
2107 else
2109 comb_target = GL_COMBINE_RGB;
2110 src0_target = GL_SOURCE0_RGB;
2111 src1_target = GL_SOURCE1_RGB;
2112 src2_target = GL_SOURCE2_RGB;
2113 opr0_target = GL_OPERAND0_RGB;
2114 opr1_target = GL_OPERAND1_RGB;
2115 opr2_target = GL_OPERAND2_RGB;
2116 scal_target = GL_RGB_SCALE;
2119 /* If a texture stage references an invalid texture unit the stage just
2120 * passes through the result from the previous stage */
2121 if (is_invalid_op(state, Stage, op, arg1, arg2, arg3))
2123 arg1 = WINED3DTA_CURRENT;
2124 op = WINED3D_TOP_SELECT_ARG1;
2127 if (isAlpha && !state->textures[Stage] && arg1 == WINED3DTA_TEXTURE)
2129 get_src_and_opr(WINED3DTA_DIFFUSE, isAlpha, &src1, &opr1);
2130 } else {
2131 get_src_and_opr(arg1, isAlpha, &src1, &opr1);
2133 get_src_and_opr(arg2, isAlpha, &src2, &opr2);
2134 get_src_and_opr(arg3, isAlpha, &src3, &opr3);
2136 TRACE("ct(%x), 1:(%x,%x), 2:(%x,%x), 3:(%x,%x)\n", comb_target, src1, opr1, src2, opr2, src3, opr3);
2138 Handled = TRUE; /* Assume will be handled */
2140 /* Other texture operations require special extensions: */
2141 if (gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
2143 if (isAlpha) {
2144 opr = GL_SRC_ALPHA;
2145 invopr = GL_ONE_MINUS_SRC_ALPHA;
2146 src3_target = GL_SOURCE3_ALPHA_NV;
2147 opr3_target = GL_OPERAND3_ALPHA_NV;
2148 } else {
2149 opr = GL_SRC_COLOR;
2150 invopr = GL_ONE_MINUS_SRC_COLOR;
2151 src3_target = GL_SOURCE3_RGB_NV;
2152 opr3_target = GL_OPERAND3_RGB_NV;
2154 switch (op)
2156 case WINED3D_TOP_DISABLE: /* Only for alpha */
2157 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2158 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2159 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT);
2160 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2161 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA);
2162 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2163 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2164 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2165 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2166 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2167 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2168 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_ZERO");
2169 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2170 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2171 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2172 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2173 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2174 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2175 break;
2177 case WINED3D_TOP_SELECT_ARG1: /* = a1 * 1 + 0 * 0 */
2178 case WINED3D_TOP_SELECT_ARG2: /* = a2 * 1 + 0 * 0 */
2179 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2180 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2181 if (op == WINED3D_TOP_SELECT_ARG1)
2183 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2184 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2185 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2186 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2188 else
2190 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src2);
2191 checkGLcall("GL_TEXTURE_ENV, src0_target, src2");
2192 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr2);
2193 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr2");
2195 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2196 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2197 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2198 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2199 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2200 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_ZERO");
2201 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2202 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2203 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2204 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2205 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2206 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2207 break;
2209 case WINED3D_TOP_MODULATE:
2210 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2211 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2212 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2213 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2214 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2215 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2216 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2217 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2218 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2219 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2220 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2221 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2222 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2223 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2224 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2225 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2226 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2227 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2228 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2229 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2230 break;
2231 case WINED3D_TOP_MODULATE_2X:
2232 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2233 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2234 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2235 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2236 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2237 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2238 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2239 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2240 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2241 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2242 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2243 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2244 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2245 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2246 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2247 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2248 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2249 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2250 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2251 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2252 break;
2253 case WINED3D_TOP_MODULATE_4X:
2254 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2255 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2256 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2257 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2258 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2259 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2260 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2261 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2262 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2263 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2264 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2265 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2266 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2267 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2268 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2269 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2270 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2271 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2272 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 4);
2273 checkGLcall("GL_TEXTURE_ENV, scal_target, 4");
2274 break;
2276 case WINED3D_TOP_ADD:
2277 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2278 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2279 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2280 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2281 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2282 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2283 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2284 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2285 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2286 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2287 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2288 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2289 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2290 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2291 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2292 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2293 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2294 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2295 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2296 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2297 break;
2299 case WINED3D_TOP_ADD_SIGNED:
2300 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED);
2301 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED");
2302 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2303 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2304 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2305 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2306 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2307 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2308 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2309 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2310 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2311 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2312 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2313 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2314 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2315 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2316 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2317 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2318 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2319 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2320 break;
2322 case WINED3D_TOP_ADD_SIGNED_2X:
2323 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED);
2324 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED");
2325 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2326 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2327 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2328 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2329 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2330 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2331 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2332 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2333 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2334 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2335 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2336 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2337 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2338 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2339 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2340 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2341 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2342 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2343 break;
2345 case WINED3D_TOP_ADD_SMOOTH:
2346 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2347 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2348 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2349 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2350 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2351 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2352 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2353 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2354 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2355 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2356 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2357 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2358 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2359 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2360 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
2361 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2362 switch (opr1) {
2363 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2364 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2365 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2366 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2368 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2369 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2370 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2371 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2372 break;
2374 case WINED3D_TOP_BLEND_DIFFUSE_ALPHA:
2375 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2376 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2377 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2378 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2379 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2380 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2381 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_PRIMARY_COLOR);
2382 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_PRIMARY_COLOR");
2383 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2384 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2385 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2386 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2387 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2388 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2389 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_PRIMARY_COLOR);
2390 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_PRIMARY_COLOR");
2391 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2392 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2393 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2394 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2395 break;
2396 case WINED3D_TOP_BLEND_TEXTURE_ALPHA:
2397 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2398 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2399 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2400 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2401 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2402 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2403 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_TEXTURE);
2404 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_TEXTURE");
2405 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2406 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2407 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2408 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2409 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2410 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2411 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_TEXTURE);
2412 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_TEXTURE");
2413 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2414 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2415 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2416 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2417 break;
2418 case WINED3D_TOP_BLEND_FACTOR_ALPHA:
2419 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2420 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2421 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2422 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2423 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2424 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2425 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_CONSTANT);
2426 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_CONSTANT");
2427 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2428 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2429 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2430 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2431 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2432 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2433 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_CONSTANT);
2434 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_CONSTANT");
2435 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2436 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2437 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2438 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2439 break;
2440 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM:
2441 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2442 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2443 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2444 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2445 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2446 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2447 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2448 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2449 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2450 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2451 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2452 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2453 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2454 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2455 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_TEXTURE);
2456 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_TEXTURE");
2457 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2458 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2459 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2460 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2461 break;
2462 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR:
2463 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2464 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2465 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1); /* a0 = src1/opr1 */
2466 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2467 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2468 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1"); /* a1 = 1 (see docs) */
2469 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2470 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2471 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2472 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2473 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2); /* a2 = arg2 */
2474 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2475 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2476 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2"); /* a3 = src1 alpha */
2477 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
2478 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2479 switch (opr) {
2480 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2481 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2483 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2484 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2485 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2486 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2487 break;
2488 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA:
2489 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2490 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2491 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2492 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2493 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2494 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2495 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2496 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2497 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2498 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2499 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
2500 checkGLcall("GL_TEXTURE_ENV, src2_target, src1");
2501 switch (opr1) {
2502 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2503 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2505 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2506 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2507 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2508 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2509 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2510 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2511 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2512 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2513 break;
2514 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR:
2515 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2516 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2517 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2518 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2519 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2520 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2521 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2522 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2523 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2524 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2525 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2526 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2527 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2528 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2529 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
2530 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2531 switch (opr1) {
2532 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2533 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2534 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2535 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2537 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2538 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2539 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2540 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2541 break;
2542 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA:
2543 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2544 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2545 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2546 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2547 switch (opr1) {
2548 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2549 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2550 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2551 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2553 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2554 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2555 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2556 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2557 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2558 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2559 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
2560 checkGLcall("GL_TEXTURE_ENV, src2_target, src1");
2561 switch (opr1) {
2562 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2563 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2565 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2566 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2567 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2568 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2569 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2570 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2571 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2572 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2573 break;
2574 case WINED3D_TOP_MULTIPLY_ADD:
2575 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2576 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2577 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src3);
2578 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2579 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr3);
2580 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2581 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2582 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2583 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2584 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2585 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
2586 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2587 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr1);
2588 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2589 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, src2);
2590 checkGLcall("GL_TEXTURE_ENV, src3_target, src3");
2591 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr2);
2592 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr3");
2593 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2594 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2595 break;
2597 case WINED3D_TOP_BUMPENVMAP:
2598 case WINED3D_TOP_BUMPENVMAP_LUMINANCE:
2599 FIXME("Implement bump environment mapping in GL_NV_texture_env_combine4 path\n");
2600 Handled = FALSE;
2601 break;
2603 default:
2604 Handled = FALSE;
2606 if (Handled)
2608 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE4_NV);
2609 checkGLcall("GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE4_NV");
2611 return;
2613 } /* GL_NV_texture_env_combine4 */
2615 Handled = TRUE; /* Again, assume handled */
2616 switch (op) {
2617 case WINED3D_TOP_DISABLE: /* Only for alpha */
2618 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
2619 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2620 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT);
2621 checkGLcall("GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT");
2622 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA);
2623 checkGLcall("GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA");
2624 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2625 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2626 break;
2627 case WINED3D_TOP_SELECT_ARG1:
2628 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
2629 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2630 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2631 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2632 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2633 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2634 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2635 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2636 break;
2637 case WINED3D_TOP_SELECT_ARG2:
2638 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
2639 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2640 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src2);
2641 checkGLcall("GL_TEXTURE_ENV, src0_target, src2");
2642 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr2);
2643 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr2");
2644 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2645 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2646 break;
2647 case WINED3D_TOP_MODULATE:
2648 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
2649 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2650 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2651 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2652 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2653 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2654 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2655 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2656 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2657 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2658 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2659 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2660 break;
2661 case WINED3D_TOP_MODULATE_2X:
2662 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
2663 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2664 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2665 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2666 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2667 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2668 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2669 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2670 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2671 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2672 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2673 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2674 break;
2675 case WINED3D_TOP_MODULATE_4X:
2676 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
2677 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2678 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2679 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2680 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2681 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2682 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2683 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2684 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2685 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2686 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 4);
2687 checkGLcall("GL_TEXTURE_ENV, scal_target, 4");
2688 break;
2689 case WINED3D_TOP_ADD:
2690 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2691 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2692 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2693 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2694 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2695 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2696 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2697 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2698 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2699 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2700 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2701 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2702 break;
2703 case WINED3D_TOP_ADD_SIGNED:
2704 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED);
2705 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED");
2706 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2707 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2708 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2709 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2710 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2711 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2712 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2713 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2714 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2715 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2716 break;
2717 case WINED3D_TOP_ADD_SIGNED_2X:
2718 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED);
2719 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED");
2720 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2721 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2722 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2723 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2724 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2725 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2726 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2727 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2728 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2729 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2730 break;
2731 case WINED3D_TOP_SUBTRACT:
2732 if (gl_info->supported[ARB_TEXTURE_ENV_COMBINE])
2734 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_SUBTRACT);
2735 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_SUBTRACT");
2736 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2737 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2738 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2739 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2740 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2741 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2742 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2743 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2744 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2745 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2746 } else {
2747 FIXME("This version of opengl does not support GL_SUBTRACT\n");
2749 break;
2751 case WINED3D_TOP_BLEND_DIFFUSE_ALPHA:
2752 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE);
2753 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2754 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2755 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2756 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2757 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2758 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2759 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2760 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2761 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2762 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_PRIMARY_COLOR);
2763 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_PRIMARY_COLOR");
2764 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2765 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2766 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2767 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2768 break;
2769 case WINED3D_TOP_BLEND_TEXTURE_ALPHA:
2770 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE);
2771 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2772 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2773 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2774 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2775 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2776 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2777 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2778 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2779 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2780 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_TEXTURE);
2781 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_TEXTURE");
2782 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2783 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2784 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2785 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2786 break;
2787 case WINED3D_TOP_BLEND_FACTOR_ALPHA:
2788 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE);
2789 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2790 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2791 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2792 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2793 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2794 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2795 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2796 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2797 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2798 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_CONSTANT);
2799 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_CONSTANT");
2800 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2801 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2802 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2803 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2804 break;
2805 case WINED3D_TOP_BLEND_CURRENT_ALPHA:
2806 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE);
2807 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2808 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2809 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2810 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2811 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2812 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2813 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2814 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2815 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2816 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_PREVIOUS);
2817 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_PREVIOUS");
2818 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2819 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2820 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2821 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2822 break;
2823 case WINED3D_TOP_DOTPRODUCT3:
2824 if (gl_info->supported[ARB_TEXTURE_ENV_DOT3])
2826 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_ARB);
2827 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_ARB");
2829 else if (gl_info->supported[EXT_TEXTURE_ENV_DOT3])
2831 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_EXT);
2832 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_EXT");
2833 } else {
2834 FIXME("This version of opengl does not support GL_DOT3\n");
2836 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2837 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2838 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2839 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2840 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2841 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2842 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2843 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2844 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2845 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2846 break;
2847 case WINED3D_TOP_LERP:
2848 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE);
2849 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2850 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2851 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2852 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2853 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2854 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2855 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2856 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2857 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2858 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src3);
2859 checkGLcall("GL_TEXTURE_ENV, src2_target, src3");
2860 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr3);
2861 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr3");
2862 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2863 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2864 break;
2865 case WINED3D_TOP_ADD_SMOOTH:
2866 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2868 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2869 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2870 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2871 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2872 switch (opr1) {
2873 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2874 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2875 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2876 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2878 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2879 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2880 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2881 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2882 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2883 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2884 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2885 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2886 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2887 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2888 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2889 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2890 } else
2891 Handled = FALSE;
2892 break;
2893 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM:
2894 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2896 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2897 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2898 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_TEXTURE);
2899 checkGLcall("GL_TEXTURE_ENV, src0_target, GL_TEXTURE");
2900 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_ONE_MINUS_SRC_ALPHA);
2901 checkGLcall("GL_TEXTURE_ENV, opr0_target, GL_ONE_MINUS_SRC_APHA");
2902 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2903 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2904 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2905 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2906 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2907 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2908 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2909 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2910 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2911 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2912 } else
2913 Handled = FALSE;
2914 break;
2915 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR:
2916 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2918 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2919 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2920 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2921 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2922 switch (opr1) {
2923 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2924 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2925 case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2926 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2928 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2929 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2930 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2931 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2932 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2933 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2934 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2935 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2936 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2937 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2938 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2939 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2940 } else
2941 Handled = FALSE;
2942 break;
2943 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA:
2944 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2946 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2947 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2948 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2949 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2950 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2951 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2952 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2953 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2954 switch (opr1) {
2955 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2956 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2957 case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2958 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2960 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr);
2961 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr");
2962 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2963 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2964 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2965 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2966 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2967 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2968 } else
2969 Handled = FALSE;
2970 break;
2971 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR:
2972 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2974 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2975 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2976 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2977 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2978 switch (opr1) {
2979 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2980 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2981 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2982 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2984 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2985 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2986 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2987 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2988 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2989 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2990 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2991 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2992 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2993 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2994 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2995 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2996 } else
2997 Handled = FALSE;
2998 break;
2999 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA:
3000 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
3002 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
3003 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
3004 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
3005 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
3006 switch (opr1) {
3007 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
3008 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
3009 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
3010 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
3012 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
3013 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
3014 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
3015 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
3016 switch (opr1) {
3017 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
3018 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
3019 case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
3020 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
3022 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr);
3023 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr");
3024 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
3025 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
3026 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
3027 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
3028 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
3029 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
3030 } else
3031 Handled = FALSE;
3032 break;
3033 case WINED3D_TOP_MULTIPLY_ADD:
3034 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
3036 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
3037 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
3038 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
3039 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
3040 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
3041 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
3042 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src3);
3043 checkGLcall("GL_TEXTURE_ENV, src1_target, src3");
3044 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr3);
3045 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr3");
3046 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
3047 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
3048 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
3049 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
3050 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
3051 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
3052 } else
3053 Handled = FALSE;
3054 break;
3055 case WINED3D_TOP_BUMPENVMAP_LUMINANCE:
3056 case WINED3D_TOP_BUMPENVMAP:
3057 if (gl_info->supported[NV_TEXTURE_SHADER2])
3059 /* Technically texture shader support without register combiners is possible, but not expected to occur
3060 * on real world cards, so for now a fixme should be enough
3062 FIXME("Implement bump mapping with GL_NV_texture_shader in non register combiner path\n");
3064 Handled = FALSE;
3065 break;
3067 default:
3068 Handled = FALSE;
3071 if (Handled) {
3072 BOOL combineOK = TRUE;
3073 if (gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
3075 DWORD op2;
3077 if (isAlpha)
3078 op2 = state->texture_states[Stage][WINED3D_TSS_COLOR_OP];
3079 else
3080 op2 = state->texture_states[Stage][WINED3D_TSS_ALPHA_OP];
3082 /* Note: If COMBINE4 in effect can't go back to combine! */
3083 switch (op2)
3085 case WINED3D_TOP_ADD_SMOOTH:
3086 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM:
3087 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR:
3088 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA:
3089 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR:
3090 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA:
3091 case WINED3D_TOP_MULTIPLY_ADD:
3092 /* Ignore those implemented in both cases */
3093 switch (op)
3095 case WINED3D_TOP_SELECT_ARG1:
3096 case WINED3D_TOP_SELECT_ARG2:
3097 combineOK = FALSE;
3098 Handled = FALSE;
3099 break;
3100 default:
3101 FIXME("Can't use COMBINE4 and COMBINE together, thisop=%s, otherop=%s, isAlpha(%d)\n", debug_d3dtop(op), debug_d3dtop(op2), isAlpha);
3102 return;
3107 if (combineOK)
3109 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
3110 checkGLcall("GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE");
3112 return;
3116 /* After all the extensions, if still unhandled, report fixme */
3117 FIXME("Unhandled texture operation %s\n", debug_d3dtop(op));
3121 static void tex_colorop(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3123 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3124 BOOL tex_used = context->fixed_function_usage_map & (1 << stage);
3125 DWORD mapped_stage = context->tex_unit_map[stage];
3126 const struct wined3d_gl_info *gl_info = context->gl_info;
3128 TRACE("Setting color op for stage %d\n", stage);
3130 /* Using a pixel shader? Don't care for anything here, the shader applying does it */
3131 if (use_ps(state)) return;
3133 if (stage != mapped_stage) WARN("Using non 1:1 mapping: %d -> %d!\n", stage, mapped_stage);
3135 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
3137 if (tex_used && mapped_stage >= gl_info->limits.textures)
3139 FIXME("Attempt to enable unsupported stage!\n");
3140 return;
3142 context_active_texture(context, gl_info, mapped_stage);
3145 if (stage >= context->lowest_disabled_stage)
3147 TRACE("Stage disabled\n");
3148 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
3150 /* Disable everything here */
3151 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
3152 checkGLcall("glDisable(GL_TEXTURE_2D)");
3153 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
3154 checkGLcall("glDisable(GL_TEXTURE_3D)");
3155 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3157 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
3158 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
3160 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
3162 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
3163 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
3166 /* All done */
3167 return;
3170 /* The sampler will also activate the correct texture dimensions, so no
3171 * need to do it here if the sampler for this stage is dirty. */
3172 if (!isStateDirty(context, STATE_SAMPLER(stage)) && tex_used)
3173 texture_activate_dimensions(state->textures[stage], gl_info);
3175 set_tex_op(gl_info, state, FALSE, stage,
3176 state->texture_states[stage][WINED3D_TSS_COLOR_OP],
3177 state->texture_states[stage][WINED3D_TSS_COLOR_ARG1],
3178 state->texture_states[stage][WINED3D_TSS_COLOR_ARG2],
3179 state->texture_states[stage][WINED3D_TSS_COLOR_ARG0]);
3182 void tex_alphaop(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3184 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3185 BOOL tex_used = context->fixed_function_usage_map & (1 << stage);
3186 DWORD mapped_stage = context->tex_unit_map[stage];
3187 const struct wined3d_gl_info *gl_info = context->gl_info;
3188 DWORD op, arg1, arg2, arg0;
3190 TRACE("Setting alpha op for stage %d\n", stage);
3191 /* Do not care for enabled / disabled stages, just assign the settings. colorop disables / enables required stuff */
3192 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
3194 if (tex_used && mapped_stage >= gl_info->limits.textures)
3196 FIXME("Attempt to enable unsupported stage!\n");
3197 return;
3199 context_active_texture(context, gl_info, mapped_stage);
3202 op = state->texture_states[stage][WINED3D_TSS_ALPHA_OP];
3203 arg1 = state->texture_states[stage][WINED3D_TSS_ALPHA_ARG1];
3204 arg2 = state->texture_states[stage][WINED3D_TSS_ALPHA_ARG2];
3205 arg0 = state->texture_states[stage][WINED3D_TSS_ALPHA_ARG0];
3207 if (state->render_states[WINED3D_RS_COLORKEYENABLE] && !stage && state->textures[0])
3209 struct wined3d_texture *texture = state->textures[0];
3210 GLenum texture_dimensions = texture->target;
3212 if (texture_dimensions == GL_TEXTURE_2D || texture_dimensions == GL_TEXTURE_RECTANGLE_ARB)
3214 if (texture->async.color_key_flags & WINED3D_CKEY_SRC_BLT && !texture->resource.format->alpha_size)
3216 /* Color keying needs to pass alpha values from the texture through to have the alpha test work
3217 * properly. On the other hand applications can still use texture combiners apparently. This code
3218 * takes care that apps cannot remove the texture's alpha channel entirely.
3220 * The fixup is required for Prince of Persia 3D(prison bars), while Moto racer 2 requires
3221 * D3DTOP_MODULATE to work on color keyed surfaces. Aliens vs Predator 1 uses color keyed textures
3222 * and alpha component of diffuse color to draw things like translucent text and perform other
3223 * blending effects.
3225 * Aliens vs Predator 1 relies on diffuse alpha having an effect, so it cannot be ignored. To
3226 * provide the behavior expected by the game, while emulating the colorkey, diffuse alpha must be
3227 * modulated with texture alpha. OTOH, Moto racer 2 at some points sets alphaop/alphaarg to
3228 * SELECTARG/CURRENT, yet puts garbage in diffuse alpha (zeroes). This works on native, because the
3229 * game disables alpha test and alpha blending. Alpha test is overwritten by wine's for purposes of
3230 * color-keying though, so this will lead to missing geometry if texture alpha is modulated (pixels
3231 * fail alpha test). To get around this, ALPHABLENDENABLE state is checked: if the app enables alpha
3232 * blending, it can be expected to provide meaningful values in diffuse alpha, so it should be
3233 * modulated with texture alpha; otherwise, selecting diffuse alpha is ignored in favour of texture
3234 * alpha.
3236 * What to do with multitexturing? So far no app has been found that uses color keying with
3237 * multitexturing */
3238 if (op == WINED3D_TOP_DISABLE)
3240 arg1 = WINED3DTA_TEXTURE;
3241 op = WINED3D_TOP_SELECT_ARG1;
3243 else if (op == WINED3D_TOP_SELECT_ARG1 && arg1 != WINED3DTA_TEXTURE)
3245 if (state->render_states[WINED3D_RS_ALPHABLENDENABLE])
3247 arg2 = WINED3DTA_TEXTURE;
3248 op = WINED3D_TOP_MODULATE;
3250 else arg1 = WINED3DTA_TEXTURE;
3252 else if (op == WINED3D_TOP_SELECT_ARG2 && arg2 != WINED3DTA_TEXTURE)
3254 if (state->render_states[WINED3D_RS_ALPHABLENDENABLE])
3256 arg1 = WINED3DTA_TEXTURE;
3257 op = WINED3D_TOP_MODULATE;
3259 else arg2 = WINED3DTA_TEXTURE;
3265 /* tex_alphaop is shared between the ffp and nvrc because the difference only comes down to
3266 * this if block here, and the other code(color keying, texture unit selection) are the same
3268 TRACE("Setting alpha op for stage %d\n", stage);
3269 if (gl_info->supported[NV_REGISTER_COMBINERS])
3271 set_tex_op_nvrc(gl_info, state, TRUE, stage, op, arg1, arg2, arg0,
3272 mapped_stage, state->texture_states[stage][WINED3D_TSS_RESULT_ARG]);
3274 else
3276 set_tex_op(gl_info, state, TRUE, stage, op, arg1, arg2, arg0);
3280 static void transform_texture(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3282 const struct wined3d_gl_info *gl_info = context->gl_info;
3283 unsigned int tex = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3284 unsigned int mapped_stage = context->tex_unit_map[tex];
3285 struct wined3d_matrix mat;
3287 /* Ignore this when a vertex shader is used, or if the streams aren't sorted out yet */
3288 if (use_vs(state) || isStateDirty(context, STATE_VDECL))
3290 TRACE("Using a vertex shader, or stream sources not sorted out yet, skipping\n");
3291 return;
3294 if (mapped_stage == WINED3D_UNMAPPED_STAGE) return;
3295 if (mapped_stage >= gl_info->limits.textures) return;
3297 context_active_texture(context, gl_info, mapped_stage);
3298 gl_info->gl_ops.gl.p_glMatrixMode(GL_TEXTURE);
3299 checkGLcall("glMatrixMode(GL_TEXTURE)");
3301 get_texture_matrix(context, state, mapped_stage, &mat);
3303 gl_info->gl_ops.gl.p_glLoadMatrixf(&mat._11);
3304 checkGLcall("glLoadMatrixf");
3307 static void unload_tex_coords(const struct wined3d_gl_info *gl_info)
3309 unsigned int texture_idx;
3311 for (texture_idx = 0; texture_idx < gl_info->limits.texture_coords; ++texture_idx)
3313 GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + texture_idx));
3314 gl_info->gl_ops.gl.p_glDisableClientState(GL_TEXTURE_COORD_ARRAY);
3318 static void load_tex_coords(const struct wined3d_context *context, const struct wined3d_stream_info *si,
3319 GLuint *curVBO, const struct wined3d_state *state)
3321 const struct wined3d_gl_info *gl_info = context->gl_info;
3322 unsigned int mapped_stage = 0;
3323 unsigned int textureNo = 0;
3325 for (textureNo = 0; textureNo < context->d3d_info->limits.ffp_blend_stages; ++textureNo)
3327 int coordIdx = state->texture_states[textureNo][WINED3D_TSS_TEXCOORD_INDEX];
3329 mapped_stage = context->tex_unit_map[textureNo];
3330 if (mapped_stage == WINED3D_UNMAPPED_STAGE) continue;
3332 if (mapped_stage >= gl_info->limits.texture_coords)
3334 FIXME("Attempted to load unsupported texture coordinate %u\n", mapped_stage);
3335 continue;
3338 if (coordIdx < MAX_TEXTURES && (si->use_map & (1 << (WINED3D_FFP_TEXCOORD0 + coordIdx))))
3340 const struct wined3d_stream_info_element *e = &si->elements[WINED3D_FFP_TEXCOORD0 + coordIdx];
3342 TRACE("Setting up texture %u, idx %d, coordindx %u, data {%#x:%p}.\n",
3343 textureNo, mapped_stage, coordIdx, e->data.buffer_object, e->data.addr);
3345 if (*curVBO != e->data.buffer_object)
3347 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, e->data.buffer_object));
3348 checkGLcall("glBindBuffer");
3349 *curVBO = e->data.buffer_object;
3352 GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3353 checkGLcall("glClientActiveTextureARB");
3355 /* The coords to supply depend completely on the fvf / vertex shader */
3356 gl_info->gl_ops.gl.p_glTexCoordPointer(e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
3357 e->data.addr + state->load_base_vertex_index * e->stride);
3358 gl_info->gl_ops.gl.p_glEnableClientState(GL_TEXTURE_COORD_ARRAY);
3360 else
3362 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + mapped_stage, 0, 0, 0, 1));
3365 if (gl_info->supported[NV_REGISTER_COMBINERS])
3367 /* The number of the mapped stages increases monotonically, so it's fine to use the last used one. */
3368 for (textureNo = mapped_stage + 1; textureNo < gl_info->limits.textures; ++textureNo)
3370 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + textureNo, 0, 0, 0, 1));
3374 checkGLcall("loadTexCoords");
3377 static void tex_coordindex(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3379 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3380 static const GLfloat s_plane[] = { 1.0f, 0.0f, 0.0f, 0.0f };
3381 static const GLfloat t_plane[] = { 0.0f, 1.0f, 0.0f, 0.0f };
3382 static const GLfloat r_plane[] = { 0.0f, 0.0f, 1.0f, 0.0f };
3383 static const GLfloat q_plane[] = { 0.0f, 0.0f, 0.0f, 1.0f };
3384 const struct wined3d_gl_info *gl_info = context->gl_info;
3385 DWORD mapped_stage = context->tex_unit_map[stage];
3387 if (mapped_stage == WINED3D_UNMAPPED_STAGE)
3389 TRACE("No texture unit mapped to stage %d. Skipping texture coordinates.\n", stage);
3390 return;
3393 if (mapped_stage >= gl_info->limits.fragment_samplers)
3395 WARN("stage %u not mapped to a valid texture unit (%u)\n", stage, mapped_stage);
3396 return;
3398 context_active_texture(context, gl_info, mapped_stage);
3400 /* Values 0-7 are indexes into the FVF tex coords - See comments in DrawPrimitive
3402 * FIXME: When using generated texture coordinates, the index value is used to specify the wrapping mode.
3403 * eg. SetTextureStageState( 0, WINED3D_TSS_TEXCOORDINDEX, WINED3D_TSS_TCI_CAMERASPACEPOSITION | 1 );
3404 * means use the vertex position (camera-space) as the input texture coordinates
3405 * for this texture stage, and the wrap mode set in the WINED3D_RS_WRAP1 render
3406 * state. We do not (yet) support the WINED3DRENDERSTATE_WRAPx values, nor tie them up
3407 * to the TEXCOORDINDEX value
3409 switch (state->texture_states[stage][WINED3D_TSS_TEXCOORD_INDEX] & 0xffff0000)
3411 case WINED3DTSS_TCI_PASSTHRU:
3412 /* Use the specified texture coordinates contained within the
3413 * vertex format. This value resolves to zero. */
3414 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_S);
3415 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_T);
3416 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_R);
3417 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_Q);
3418 checkGLcall("WINED3DTSS_TCI_PASSTHRU - Disable texgen.");
3419 break;
3421 case WINED3DTSS_TCI_CAMERASPACEPOSITION:
3422 /* CameraSpacePosition means use the vertex position, transformed to camera space,
3423 * as the input texture coordinates for this stage's texture transformation. This
3424 * equates roughly to EYE_LINEAR */
3426 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
3427 gl_info->gl_ops.gl.p_glPushMatrix();
3428 gl_info->gl_ops.gl.p_glLoadIdentity();
3429 gl_info->gl_ops.gl.p_glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
3430 gl_info->gl_ops.gl.p_glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
3431 gl_info->gl_ops.gl.p_glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
3432 gl_info->gl_ops.gl.p_glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
3433 gl_info->gl_ops.gl.p_glPopMatrix();
3434 checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set eye plane.");
3436 gl_info->gl_ops.gl.p_glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3437 gl_info->gl_ops.gl.p_glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3438 gl_info->gl_ops.gl.p_glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3439 checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set texgen mode.");
3441 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_S);
3442 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_T);
3443 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_R);
3444 checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Enable texgen.");
3446 break;
3448 case WINED3DTSS_TCI_CAMERASPACENORMAL:
3449 /* Note that NV_TEXGEN_REFLECTION support is implied when
3450 * ARB_TEXTURE_CUBE_MAP is supported */
3451 if (!gl_info->supported[NV_TEXGEN_REFLECTION])
3453 FIXME("WINED3DTSS_TCI_CAMERASPACENORMAL not supported.\n");
3454 break;
3457 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
3458 gl_info->gl_ops.gl.p_glPushMatrix();
3459 gl_info->gl_ops.gl.p_glLoadIdentity();
3460 gl_info->gl_ops.gl.p_glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
3461 gl_info->gl_ops.gl.p_glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
3462 gl_info->gl_ops.gl.p_glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
3463 gl_info->gl_ops.gl.p_glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
3464 gl_info->gl_ops.gl.p_glPopMatrix();
3465 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Set eye plane.");
3467 gl_info->gl_ops.gl.p_glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3468 gl_info->gl_ops.gl.p_glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3469 gl_info->gl_ops.gl.p_glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3470 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Set texgen mode.");
3472 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_S);
3473 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_T);
3474 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_R);
3475 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Enable texgen.");
3477 break;
3479 case WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR:
3480 /* Note that NV_TEXGEN_REFLECTION support is implied when
3481 * ARB_TEXTURE_CUBE_MAP is supported */
3482 if (!gl_info->supported[NV_TEXGEN_REFLECTION])
3484 FIXME("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR not supported.\n");
3485 break;
3488 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
3489 gl_info->gl_ops.gl.p_glPushMatrix();
3490 gl_info->gl_ops.gl.p_glLoadIdentity();
3491 gl_info->gl_ops.gl.p_glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
3492 gl_info->gl_ops.gl.p_glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
3493 gl_info->gl_ops.gl.p_glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
3494 gl_info->gl_ops.gl.p_glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
3495 gl_info->gl_ops.gl.p_glPopMatrix();
3496 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set eye plane.");
3498 gl_info->gl_ops.gl.p_glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3499 gl_info->gl_ops.gl.p_glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3500 gl_info->gl_ops.gl.p_glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3501 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set texgen mode.");
3503 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_S);
3504 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_T);
3505 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_R);
3506 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Enable texgen.");
3508 break;
3510 case WINED3DTSS_TCI_SPHEREMAP:
3511 gl_info->gl_ops.gl.p_glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
3512 gl_info->gl_ops.gl.p_glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
3513 checkGLcall("WINED3DTSS_TCI_SPHEREMAP - Set texgen mode.");
3515 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_S);
3516 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_T);
3517 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_R);
3518 checkGLcall("WINED3DTSS_TCI_SPHEREMAP - Enable texgen.");
3520 break;
3522 default:
3523 FIXME("Unhandled WINED3D_TSS_TEXCOORD_INDEX %#x.\n",
3524 state->texture_states[stage][WINED3D_TSS_TEXCOORD_INDEX]);
3525 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_S);
3526 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_T);
3527 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_R);
3528 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_Q);
3529 checkGLcall("Disable texgen.");
3531 break;
3534 /* Update the texture matrix. */
3535 if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_TEXTURE0 + stage)))
3536 transform_texture(context, state, STATE_TEXTURESTAGE(stage, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS));
3538 if (!isStateDirty(context, STATE_VDECL) && context->namedArraysLoaded)
3540 /* Reload the arrays if we are using fixed function arrays to reflect the selected coord input
3541 * source. Call loadTexCoords directly because there is no need to reparse the vertex declaration
3542 * and do all the things linked to it
3543 * TODO: Tidy that up to reload only the arrays of the changed unit
3545 GLuint curVBO = gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] ? ~0U : 0;
3547 unload_tex_coords(gl_info);
3548 load_tex_coords(context, &context->stream_info, &curVBO, state);
3552 static void sampler_texmatrix(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3554 const DWORD sampler = state_id - STATE_SAMPLER(0);
3555 const struct wined3d_texture *texture = state->textures[sampler];
3557 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
3559 if(!texture) return;
3560 /* The fixed function np2 texture emulation uses the texture matrix to fix up the coordinates
3561 * wined3d_texture_apply_state_changes() multiplies the set matrix with a fixup matrix. Before the
3562 * scaling is reapplied or removed, the texture matrix has to be reapplied
3564 * The mapped stage is already active because the sampler() function below, which is part of the
3565 * misc pipeline
3567 if (sampler < MAX_TEXTURES)
3569 const BOOL texIsPow2 = !(texture->flags & WINED3D_TEXTURE_POW2_MAT_IDENT);
3571 if (texIsPow2 || (context->lastWasPow2Texture & (1 << sampler)))
3573 if (texIsPow2)
3574 context->lastWasPow2Texture |= 1 << sampler;
3575 else
3576 context->lastWasPow2Texture &= ~(1 << sampler);
3578 transform_texture(context, state,
3579 STATE_TEXTURESTAGE(context->tex_unit_map[sampler], WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS));
3584 static enum wined3d_texture_address wined3d_texture_address_mode(const struct wined3d_texture *texture,
3585 enum wined3d_texture_address t)
3587 if (t < WINED3D_TADDRESS_WRAP || t > WINED3D_TADDRESS_MIRROR_ONCE)
3589 FIXME("Unrecognized or unsupported texture address mode %#x.\n", t);
3590 return WINED3D_TADDRESS_WRAP;
3593 /* Cubemaps are always set to clamp, regardless of the sampler state. */
3594 if (texture->target == GL_TEXTURE_CUBE_MAP_ARB || ((texture->flags & WINED3D_TEXTURE_COND_NP2)
3595 && t == WINED3D_TADDRESS_WRAP))
3596 return WINED3D_TADDRESS_CLAMP;
3598 return t;
3601 static void wined3d_sampler_desc_from_sampler_states(struct wined3d_sampler_desc *desc,
3602 const struct wined3d_gl_info *gl_info, const DWORD *sampler_states, const struct wined3d_texture *texture)
3604 union
3606 float f;
3607 DWORD d;
3608 } lod_bias;
3610 desc->address_u = wined3d_texture_address_mode(texture, sampler_states[WINED3D_SAMP_ADDRESS_U]);
3611 desc->address_v = wined3d_texture_address_mode(texture, sampler_states[WINED3D_SAMP_ADDRESS_V]);
3612 desc->address_w = wined3d_texture_address_mode(texture, sampler_states[WINED3D_SAMP_ADDRESS_W]);
3613 D3DCOLORTOGLFLOAT4(sampler_states[WINED3D_SAMP_BORDER_COLOR], desc->border_color);
3614 if (sampler_states[WINED3D_SAMP_MAG_FILTER] > WINED3D_TEXF_ANISOTROPIC)
3615 FIXME("Unrecognized or unsupported WINED3D_SAMP_MAG_FILTER %#x.\n",
3616 sampler_states[WINED3D_SAMP_MAG_FILTER]);
3617 desc->mag_filter = min(max(sampler_states[WINED3D_SAMP_MAG_FILTER], WINED3D_TEXF_POINT), WINED3D_TEXF_LINEAR);
3618 if (sampler_states[WINED3D_SAMP_MIN_FILTER] > WINED3D_TEXF_ANISOTROPIC)
3619 FIXME("Unrecognized or unsupported WINED3D_SAMP_MIN_FILTER %#x.\n",
3620 sampler_states[WINED3D_SAMP_MIN_FILTER]);
3621 desc->min_filter = min(max(sampler_states[WINED3D_SAMP_MIN_FILTER], WINED3D_TEXF_POINT), WINED3D_TEXF_LINEAR);
3622 if (sampler_states[WINED3D_SAMP_MIP_FILTER] > WINED3D_TEXF_ANISOTROPIC)
3623 FIXME("Unrecognized or unsupported WINED3D_SAMP_MIP_FILTER %#x.\n",
3624 sampler_states[WINED3D_SAMP_MIP_FILTER]);
3625 desc->mip_filter = min(max(sampler_states[WINED3D_SAMP_MIP_FILTER], WINED3D_TEXF_NONE), WINED3D_TEXF_LINEAR);
3626 lod_bias.d = sampler_states[WINED3D_SAMP_MIPMAP_LOD_BIAS];
3627 desc->lod_bias = lod_bias.f;
3628 desc->min_lod = -1000.0f;
3629 desc->max_lod = 1000.0f;
3630 desc->max_anisotropy = sampler_states[WINED3D_SAMP_MAX_ANISOTROPY];
3631 if ((sampler_states[WINED3D_SAMP_MAG_FILTER] != WINED3D_TEXF_ANISOTROPIC
3632 && sampler_states[WINED3D_SAMP_MIN_FILTER] != WINED3D_TEXF_ANISOTROPIC
3633 && sampler_states[WINED3D_SAMP_MIP_FILTER] != WINED3D_TEXF_ANISOTROPIC)
3634 || (texture->flags & WINED3D_TEXTURE_COND_NP2))
3635 desc->max_anisotropy = 1;
3636 desc->compare = texture->resource.format_flags & WINED3DFMT_FLAG_SHADOW;
3637 desc->comparison_func = WINED3D_CMP_LESSEQUAL;
3638 desc->srgb_decode = sampler_states[WINED3D_SAMP_SRGB_TEXTURE];
3640 if (!(texture->resource.format_flags & WINED3DFMT_FLAG_FILTERING))
3642 desc->mag_filter = WINED3D_TEXF_POINT;
3643 desc->min_filter = WINED3D_TEXF_POINT;
3644 desc->mip_filter = WINED3D_TEXF_NONE;
3647 if (texture->flags & WINED3D_TEXTURE_COND_NP2)
3649 desc->mip_filter = WINED3D_TEXF_NONE;
3650 if (gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT])
3651 desc->min_filter = WINED3D_TEXF_POINT;
3655 /* Enabling and disabling texture dimensions is done by texture stage state /
3656 * pixel shader setup, this function only has to bind textures and set the per
3657 * texture states. */
3658 static void sampler(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3660 DWORD sampler_idx = state_id - STATE_SAMPLER(0);
3661 DWORD mapped_stage = context->tex_unit_map[sampler_idx];
3662 const struct wined3d_gl_info *gl_info = context->gl_info;
3664 TRACE("Sampler %u.\n", sampler_idx);
3667 if (mapped_stage == WINED3D_UNMAPPED_STAGE)
3669 TRACE("No sampler mapped to stage %u. Returning.\n", sampler_idx);
3670 return;
3673 if (mapped_stage >= gl_info->limits.combined_samplers)
3675 return;
3677 context_active_texture(context, gl_info, mapped_stage);
3679 if (state->textures[sampler_idx])
3681 struct wined3d_texture *texture = state->textures[sampler_idx];
3682 BOOL srgb = state->sampler_states[sampler_idx][WINED3D_SAMP_SRGB_TEXTURE];
3683 const DWORD *sampler_states = state->sampler_states[sampler_idx];
3684 struct wined3d_sampler_desc desc;
3685 struct gl_texture *gl_tex;
3686 unsigned int base_level;
3688 wined3d_sampler_desc_from_sampler_states(&desc, gl_info, sampler_states, texture);
3690 wined3d_texture_bind(texture, context, srgb);
3691 if (!gl_info->supported[ARB_SAMPLER_OBJECTS])
3693 wined3d_texture_apply_sampler_desc(texture, &desc, gl_info);
3695 else
3697 struct wined3d_device *device = context->swapchain->device;
3698 struct wined3d_sampler *sampler;
3699 struct wine_rb_entry *entry;
3701 if ((entry = wine_rb_get(&device->samplers, &desc)))
3703 sampler = WINE_RB_ENTRY_VALUE(entry, struct wined3d_sampler, entry);
3705 else
3707 if (FAILED(wined3d_sampler_create(device, &desc, NULL, &sampler)))
3709 ERR("Failed to create sampler.\n");
3710 sampler = NULL;
3712 else
3714 if (wine_rb_put(&device->samplers, &desc, &sampler->entry) == -1)
3715 ERR("Failed to insert sampler.\n");
3719 if (sampler)
3721 GL_EXTCALL(glBindSampler(mapped_stage, sampler->name));
3722 checkGLcall("glBindSampler");
3726 if (texture->flags & WINED3D_TEXTURE_COND_NP2)
3727 base_level = 0;
3728 else if (desc.mip_filter == WINED3D_TEXF_NONE)
3729 base_level = texture->lod;
3730 else
3731 base_level = min(max(sampler_states[WINED3D_SAMP_MAX_MIP_LEVEL],
3732 texture->lod), texture->level_count - 1);
3734 gl_tex = wined3d_texture_get_gl_texture(texture, texture->flags & WINED3D_TEXTURE_IS_SRGB);
3735 if (base_level != gl_tex->base_level)
3737 /* Note that WINED3D_SAMP_MAX_MIP_LEVEL specifies the largest mipmap
3738 * (default 0), while GL_TEXTURE_MAX_LEVEL specifies the smallest
3739 * mimap used (default 1000). So WINED3D_SAMP_MAX_MIP_LEVEL
3740 * corresponds to GL_TEXTURE_BASE_LEVEL. */
3741 gl_info->gl_ops.gl.p_glTexParameteri(texture->target, GL_TEXTURE_BASE_LEVEL, base_level);
3742 gl_tex->base_level = base_level;
3745 /* Trigger shader constant reloading (for NP2 texcoord fixup) */
3746 if (!(texture->flags & WINED3D_TEXTURE_POW2_MAT_IDENT))
3747 context->constant_update_mask |= WINED3D_SHADER_CONST_PS_NP2_FIXUP;
3749 else
3751 context_bind_texture(context, GL_NONE, 0);
3755 void apply_pixelshader(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3757 unsigned int i;
3759 if (use_ps(state))
3761 if (!context->last_was_pshader)
3763 /* Former draw without a pixel shader, some samplers may be
3764 * disabled because of WINED3D_TSS_COLOR_OP = WINED3DTOP_DISABLE
3765 * make sure to enable them. */
3766 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
3768 if (!isStateDirty(context, STATE_SAMPLER(i)))
3769 sampler(context, state, STATE_SAMPLER(i));
3771 context->last_was_pshader = TRUE;
3773 else
3775 /* Otherwise all samplers were activated by the code above in
3776 * earlier draws, or by sampler() if a different texture was
3777 * bound. I don't have to do anything. */
3780 else
3782 /* Disabled the pixel shader - color ops weren't applied while it was
3783 * enabled, so re-apply them. */
3784 for (i = 0; i < context->d3d_info->limits.ffp_blend_stages; ++i)
3786 if (!isStateDirty(context, STATE_TEXTURESTAGE(i, WINED3D_TSS_COLOR_OP)))
3787 context_apply_state(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_COLOR_OP));
3789 context->last_was_pshader = FALSE;
3792 context->shader_update_mask |= 1 << WINED3D_SHADER_TYPE_PIXEL;
3795 static void state_geometry_shader(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3797 context->shader_update_mask |= 1 << WINED3D_SHADER_TYPE_GEOMETRY;
3800 static void shader_bumpenv(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3802 context->constant_update_mask |= WINED3D_SHADER_CONST_PS_BUMP_ENV;
3805 static void transform_world(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3807 const struct wined3d_gl_info *gl_info = context->gl_info;
3808 struct wined3d_matrix mat;
3810 /* This function is called by transform_view below if the view matrix was changed too
3812 * Deliberately no check if the vertex declaration is dirty because the vdecl state
3813 * does not always update the world matrix, only on a switch between transformed
3814 * and untransformed draws. It *may* happen that the world matrix is set 2 times during one
3815 * draw, but that should be rather rare and cheaper in total.
3817 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
3818 checkGLcall("glMatrixMode");
3820 get_modelview_matrix(context, state, &mat);
3822 gl_info->gl_ops.gl.p_glLoadMatrixf((GLfloat *)&mat);
3823 checkGLcall("glLoadMatrixf");
3826 void clipplane(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3828 const struct wined3d_gl_info *gl_info = context->gl_info;
3829 UINT index = state_id - STATE_CLIPPLANE(0);
3830 GLdouble plane[4];
3832 if (isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_VIEW)) || index >= gl_info->limits.clipplanes)
3833 return;
3835 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
3836 gl_info->gl_ops.gl.p_glPushMatrix();
3838 /* Clip Plane settings are affected by the model view in OpenGL, the View transform in direct3d */
3839 if (!use_vs(state))
3840 gl_info->gl_ops.gl.p_glLoadMatrixf(&state->transforms[WINED3D_TS_VIEW]._11);
3841 else
3842 /* With vertex shaders, clip planes are not transformed in Direct3D,
3843 * while in OpenGL they are still transformed by the model view matix. */
3844 gl_info->gl_ops.gl.p_glLoadIdentity();
3846 plane[0] = state->clip_planes[index].x;
3847 plane[1] = state->clip_planes[index].y;
3848 plane[2] = state->clip_planes[index].z;
3849 plane[3] = state->clip_planes[index].w;
3851 TRACE("Clipplane [%.8e, %.8e, %.8e, %.8e]\n",
3852 plane[0], plane[1], plane[2], plane[3]);
3853 gl_info->gl_ops.gl.p_glClipPlane(GL_CLIP_PLANE0 + index, plane);
3854 checkGLcall("glClipPlane");
3856 gl_info->gl_ops.gl.p_glPopMatrix();
3859 static void transform_worldex(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3861 UINT matrix = state_id - STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0));
3862 const struct wined3d_gl_info *gl_info = context->gl_info;
3863 GLenum glMat;
3865 TRACE("Setting world matrix %d\n", matrix);
3867 if (matrix >= gl_info->limits.blends)
3869 WARN("Unsupported blend matrix set\n");
3870 return;
3873 if (isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_VIEW)))
3874 return;
3876 /* GL_MODELVIEW0_ARB: 0x1700
3877 * GL_MODELVIEW1_ARB: 0x850a
3878 * GL_MODELVIEW2_ARB: 0x8722
3879 * GL_MODELVIEW3_ARB: 0x8723
3880 * etc
3881 * GL_MODELVIEW31_ARB: 0x873f
3883 if(matrix == 1) glMat = GL_MODELVIEW1_ARB;
3884 else glMat = GL_MODELVIEW2_ARB - 2 + matrix;
3886 gl_info->gl_ops.gl.p_glMatrixMode(glMat);
3887 checkGLcall("glMatrixMode(glMat)");
3889 /* World matrix 0 is multiplied with the view matrix because d3d uses 3
3890 * matrices while gl uses only 2. To avoid weighting the view matrix
3891 * incorrectly it has to be multiplied into every GL modelview matrix. */
3892 gl_info->gl_ops.gl.p_glLoadMatrixf(&state->transforms[WINED3D_TS_VIEW]._11);
3893 checkGLcall("glLoadMatrixf");
3894 gl_info->gl_ops.gl.p_glMultMatrixf(&state->transforms[WINED3D_TS_WORLD_MATRIX(matrix)]._11);
3895 checkGLcall("glMultMatrixf");
3898 static void state_vertexblend_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3900 enum wined3d_vertex_blend_flags f = state->render_states[WINED3D_RS_VERTEXBLEND];
3901 static unsigned int once;
3903 if (f == WINED3D_VBF_DISABLE)
3904 return;
3906 if (!once++) FIXME("Vertex blend flags %#x not supported.\n", f);
3907 else WARN("Vertex blend flags %#x not supported.\n", f);
3910 static void state_vertexblend(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3912 enum wined3d_vertex_blend_flags val = state->render_states[WINED3D_RS_VERTEXBLEND];
3913 struct wined3d_device *device = context->swapchain->device;
3914 const struct wined3d_gl_info *gl_info = context->gl_info;
3915 static unsigned int once;
3917 switch (val)
3919 case WINED3D_VBF_1WEIGHTS:
3920 case WINED3D_VBF_2WEIGHTS:
3921 case WINED3D_VBF_3WEIGHTS:
3922 gl_info->gl_ops.gl.p_glEnable(GL_VERTEX_BLEND_ARB);
3923 checkGLcall("glEnable(GL_VERTEX_BLEND_ARB)");
3925 /* D3D adds one more matrix which has weight (1 - sum(weights)).
3926 * This is enabled at context creation with enabling
3927 * GL_WEIGHT_SUM_UNITY_ARB. */
3928 GL_EXTCALL(glVertexBlendARB(state->render_states[WINED3D_RS_VERTEXBLEND] + 1));
3930 if (!device->vertexBlendUsed)
3932 unsigned int i;
3933 for (i = 1; i < gl_info->limits.blends; ++i)
3935 if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(i))))
3936 transform_worldex(context, state, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(i)));
3938 device->vertexBlendUsed = TRUE;
3940 break;
3942 case WINED3D_VBF_TWEENING:
3943 case WINED3D_VBF_0WEIGHTS: /* Indexed vertex blending, not supported. */
3944 if (!once++) FIXME("Vertex blend flags %#x not supported.\n", val);
3945 else WARN("Vertex blend flags %#x not supported.\n", val);
3946 /* Fall through. */
3947 case WINED3D_VBF_DISABLE:
3948 gl_info->gl_ops.gl.p_glDisable(GL_VERTEX_BLEND_ARB);
3949 checkGLcall("glDisable(GL_VERTEX_BLEND_ARB)");
3950 break;
3954 static void transform_view(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3956 const struct wined3d_gl_info *gl_info = context->gl_info;
3957 const struct wined3d_light_info *light = NULL;
3958 unsigned int k;
3960 /* If we are changing the View matrix, reset the light and clipping planes to the new view
3961 * NOTE: We have to reset the positions even if the light/plane is not currently
3962 * enabled, since the call to enable it will not reset the position.
3963 * NOTE2: Apparently texture transforms do NOT need reapplying
3966 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
3967 checkGLcall("glMatrixMode(GL_MODELVIEW)");
3968 gl_info->gl_ops.gl.p_glLoadMatrixf(&state->transforms[WINED3D_TS_VIEW]._11);
3969 checkGLcall("glLoadMatrixf(...)");
3971 /* Reset lights. TODO: Call light apply func */
3972 for (k = 0; k < gl_info->limits.lights; ++k)
3974 if (!(light = state->lights[k]))
3975 continue;
3976 if (light->OriginalParms.type == WINED3D_LIGHT_DIRECTIONAL)
3977 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + light->glIndex, GL_POSITION, &light->direction.x);
3978 else
3979 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + light->glIndex, GL_POSITION, &light->position.x);
3980 checkGLcall("glLightfv posn");
3981 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + light->glIndex, GL_SPOT_DIRECTION, &light->direction.x);
3982 checkGLcall("glLightfv dirn");
3985 /* Reset Clipping Planes */
3986 for (k = 0; k < gl_info->limits.clipplanes; ++k)
3988 if (!isStateDirty(context, STATE_CLIPPLANE(k)))
3989 clipplane(context, state, STATE_CLIPPLANE(k));
3992 if (context->last_was_rhw)
3994 gl_info->gl_ops.gl.p_glLoadIdentity();
3995 checkGLcall("glLoadIdentity()");
3996 /* No need to update the world matrix, the identity is fine */
3997 return;
4000 /* Call the world matrix state, this will apply the combined WORLD + VIEW matrix
4001 * No need to do it here if the state is scheduled for update. */
4002 if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0))))
4003 transform_world(context, state, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)));
4005 /* Avoid looping over a number of matrices if the app never used the functionality */
4006 if (context->swapchain->device->vertexBlendUsed)
4008 for (k = 1; k < gl_info->limits.blends; ++k)
4010 if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(k))))
4011 transform_worldex(context, state, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(k)));
4016 static void transform_projection(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4018 const struct wined3d_gl_info *gl_info = context->gl_info;
4019 struct wined3d_matrix projection;
4021 gl_info->gl_ops.gl.p_glMatrixMode(GL_PROJECTION);
4022 checkGLcall("glMatrixMode(GL_PROJECTION)");
4024 get_projection_matrix(context, state, &projection);
4025 gl_info->gl_ops.gl.p_glLoadMatrixf(&projection._11);
4026 checkGLcall("glLoadMatrixf");
4029 /* This should match any arrays loaded in load_vertex_data.
4030 * TODO: Only load / unload arrays if we have to. */
4031 static void unload_vertex_data(const struct wined3d_gl_info *gl_info)
4033 gl_info->gl_ops.gl.p_glDisableClientState(GL_VERTEX_ARRAY);
4034 gl_info->gl_ops.gl.p_glDisableClientState(GL_NORMAL_ARRAY);
4035 gl_info->gl_ops.gl.p_glDisableClientState(GL_COLOR_ARRAY);
4036 if (gl_info->supported[EXT_SECONDARY_COLOR])
4037 gl_info->gl_ops.gl.p_glDisableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
4038 if (gl_info->supported[ARB_VERTEX_BLEND])
4039 gl_info->gl_ops.gl.p_glDisableClientState(GL_WEIGHT_ARRAY_ARB);
4040 unload_tex_coords(gl_info);
4043 static inline void unload_numbered_array(struct wined3d_context *context, int i)
4045 const struct wined3d_gl_info *gl_info = context->gl_info;
4047 GL_EXTCALL(glDisableVertexAttribArray(i));
4048 checkGLcall("glDisableVertexAttribArray");
4049 if (gl_info->supported[ARB_INSTANCED_ARRAYS])
4050 GL_EXTCALL(glVertexAttribDivisor(i, 0));
4052 context->numbered_array_mask &= ~(1 << i);
4055 /* This should match any arrays loaded in loadNumberedArrays
4056 * TODO: Only load / unload arrays if we have to. */
4057 static void unload_numbered_arrays(struct wined3d_context *context)
4059 /* disable any attribs (this is the same for both GLSL and ARB modes) */
4060 int i;
4062 for (i = 0; i < context->gl_info->limits.vertex_attribs; ++i) {
4063 unload_numbered_array(context, i);
4067 static void load_numbered_arrays(struct wined3d_context *context,
4068 const struct wined3d_stream_info *stream_info, const struct wined3d_state *state)
4070 const struct wined3d_gl_info *gl_info = context->gl_info;
4071 GLuint curVBO = gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] ? ~0U : 0;
4072 int i;
4074 /* Default to no instancing */
4075 context->instance_count = 0;
4077 for (i = 0; i < MAX_ATTRIBS; i++)
4079 const struct wined3d_stream_state *stream;
4081 if (!(stream_info->use_map & (1 << i)))
4083 if (context->numbered_array_mask & (1 << i))
4084 unload_numbered_array(context, i);
4085 if (state->shader[WINED3D_SHADER_TYPE_VERTEX]->reg_maps.input_registers & (1 << i))
4086 GL_EXTCALL(glVertexAttrib4f(i, 0.0f, 0.0f, 0.0f, 0.0f));
4087 continue;
4090 stream = &state->streams[stream_info->elements[i].stream_idx];
4092 if ((stream->flags & WINED3DSTREAMSOURCE_INSTANCEDATA) && !context->instance_count)
4093 context->instance_count = state->streams[0].frequency ? state->streams[0].frequency : 1;
4095 if (gl_info->supported[ARB_INSTANCED_ARRAYS])
4097 GL_EXTCALL(glVertexAttribDivisor(i, stream_info->elements[i].divisor));
4099 else if (stream_info->elements[i].divisor)
4101 /* Unload instanced arrays, they will be loaded using
4102 * immediate mode instead. */
4103 if (context->numbered_array_mask & (1 << i))
4104 unload_numbered_array(context, i);
4105 continue;
4108 TRACE_(d3d_shader)("Loading array %u [VBO=%u]\n", i, stream_info->elements[i].data.buffer_object);
4110 if (stream_info->elements[i].stride)
4112 if (curVBO != stream_info->elements[i].data.buffer_object)
4114 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, stream_info->elements[i].data.buffer_object));
4115 checkGLcall("glBindBuffer");
4116 curVBO = stream_info->elements[i].data.buffer_object;
4118 /* Use the VBO to find out if a vertex buffer exists, not the vb
4119 * pointer. vb can point to a user pointer data blob. In that case
4120 * curVBO will be 0. If there is a vertex buffer but no vbo we
4121 * won't be load converted attributes anyway. */
4122 GL_EXTCALL(glVertexAttribPointer(i, stream_info->elements[i].format->gl_vtx_format,
4123 stream_info->elements[i].format->gl_vtx_type,
4124 stream_info->elements[i].format->gl_normalized,
4125 stream_info->elements[i].stride, stream_info->elements[i].data.addr
4126 + state->load_base_vertex_index * stream_info->elements[i].stride));
4128 if (!(context->numbered_array_mask & (1 << i)))
4130 GL_EXTCALL(glEnableVertexAttribArray(i));
4131 context->numbered_array_mask |= (1 << i);
4134 else
4136 /* Stride = 0 means always the same values.
4137 * glVertexAttribPointer doesn't do that. Instead disable the
4138 * pointer and set up the attribute statically. But we have to
4139 * figure out the system memory address. */
4140 const BYTE *ptr = stream_info->elements[i].data.addr;
4141 if (stream_info->elements[i].data.buffer_object)
4143 ptr += (ULONG_PTR)buffer_get_sysmem(stream->buffer, context);
4146 if (context->numbered_array_mask & (1 << i)) unload_numbered_array(context, i);
4148 switch (stream_info->elements[i].format->id)
4150 case WINED3DFMT_R32_FLOAT:
4151 GL_EXTCALL(glVertexAttrib1fv(i, (const GLfloat *)ptr));
4152 break;
4153 case WINED3DFMT_R32G32_FLOAT:
4154 GL_EXTCALL(glVertexAttrib2fv(i, (const GLfloat *)ptr));
4155 break;
4156 case WINED3DFMT_R32G32B32_FLOAT:
4157 GL_EXTCALL(glVertexAttrib3fv(i, (const GLfloat *)ptr));
4158 break;
4159 case WINED3DFMT_R32G32B32A32_FLOAT:
4160 GL_EXTCALL(glVertexAttrib4fv(i, (const GLfloat *)ptr));
4161 break;
4163 case WINED3DFMT_R8G8B8A8_UINT:
4164 GL_EXTCALL(glVertexAttrib4ubv(i, ptr));
4165 break;
4166 case WINED3DFMT_B8G8R8A8_UNORM:
4167 if (gl_info->supported[ARB_VERTEX_ARRAY_BGRA])
4169 const DWORD *src = (const DWORD *)ptr;
4170 DWORD c = *src & 0xff00ff00;
4171 c |= (*src & 0xff0000) >> 16;
4172 c |= (*src & 0xff) << 16;
4173 GL_EXTCALL(glVertexAttrib4Nubv(i, (GLubyte *)&c));
4174 break;
4176 /* else fallthrough */
4177 case WINED3DFMT_R8G8B8A8_UNORM:
4178 GL_EXTCALL(glVertexAttrib4Nubv(i, ptr));
4179 break;
4181 case WINED3DFMT_R16G16_SINT:
4182 GL_EXTCALL(glVertexAttrib2sv(i, (const GLshort *)ptr));
4183 break;
4184 case WINED3DFMT_R16G16B16A16_SINT:
4185 GL_EXTCALL(glVertexAttrib4sv(i, (const GLshort *)ptr));
4186 break;
4188 case WINED3DFMT_R16G16_SNORM:
4190 const GLshort s[4] = {((const GLshort *)ptr)[0], ((const GLshort *)ptr)[1], 0, 1};
4191 GL_EXTCALL(glVertexAttrib4Nsv(i, s));
4192 break;
4194 case WINED3DFMT_R16G16_UNORM:
4196 const GLushort s[4] = {((const GLushort *)ptr)[0], ((const GLushort *)ptr)[1], 0, 1};
4197 GL_EXTCALL(glVertexAttrib4Nusv(i, s));
4198 break;
4200 case WINED3DFMT_R16G16B16A16_SNORM:
4201 GL_EXTCALL(glVertexAttrib4Nsv(i, (const GLshort *)ptr));
4202 break;
4203 case WINED3DFMT_R16G16B16A16_UNORM:
4204 GL_EXTCALL(glVertexAttrib4Nusv(i, (const GLushort *)ptr));
4205 break;
4207 case WINED3DFMT_R10G10B10A2_UINT:
4208 FIXME("Unsure about WINED3DDECLTYPE_UDEC3\n");
4209 /*glVertexAttrib3usvARB(i, (const GLushort *)ptr); Does not exist */
4210 break;
4211 case WINED3DFMT_R10G10B10A2_SNORM:
4212 FIXME("Unsure about WINED3DDECLTYPE_DEC3N\n");
4213 /*glVertexAttrib3NusvARB(i, (const GLushort *)ptr); Does not exist */
4214 break;
4216 case WINED3DFMT_R16G16_FLOAT:
4217 if (gl_info->supported[NV_HALF_FLOAT] && gl_info->supported[NV_VERTEX_PROGRAM])
4219 /* Not supported by GL_ARB_half_float_vertex. */
4220 GL_EXTCALL(glVertexAttrib2hvNV(i, (const GLhalfNV *)ptr));
4222 else
4224 float x = float_16_to_32(((const unsigned short *)ptr) + 0);
4225 float y = float_16_to_32(((const unsigned short *)ptr) + 1);
4226 GL_EXTCALL(glVertexAttrib2f(i, x, y));
4228 break;
4229 case WINED3DFMT_R16G16B16A16_FLOAT:
4230 if (gl_info->supported[NV_HALF_FLOAT] && gl_info->supported[NV_VERTEX_PROGRAM])
4232 /* Not supported by GL_ARB_half_float_vertex. */
4233 GL_EXTCALL(glVertexAttrib4hvNV(i, (const GLhalfNV *)ptr));
4235 else
4237 float x = float_16_to_32(((const unsigned short *)ptr) + 0);
4238 float y = float_16_to_32(((const unsigned short *)ptr) + 1);
4239 float z = float_16_to_32(((const unsigned short *)ptr) + 2);
4240 float w = float_16_to_32(((const unsigned short *)ptr) + 3);
4241 GL_EXTCALL(glVertexAttrib4f(i, x, y, z, w));
4243 break;
4245 default:
4246 ERR("Unexpected declaration in stride 0 attributes\n");
4247 break;
4252 checkGLcall("Loading numbered arrays");
4255 static void load_vertex_data(struct wined3d_context *context,
4256 const struct wined3d_stream_info *si, const struct wined3d_state *state)
4258 const struct wined3d_gl_info *gl_info = context->gl_info;
4259 GLuint curVBO = gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] ? ~0U : 0;
4260 const struct wined3d_stream_info_element *e;
4262 TRACE("Using fast vertex array code\n");
4264 /* This is fixed function pipeline only, and the fixed function pipeline doesn't do instancing */
4265 context->instance_count = 0;
4267 /* Blend Data ---------------------------------------------- */
4268 if ((si->use_map & (1 << WINED3D_FFP_BLENDWEIGHT))
4269 || si->use_map & (1 << WINED3D_FFP_BLENDINDICES))
4271 e = &si->elements[WINED3D_FFP_BLENDWEIGHT];
4273 if (gl_info->supported[ARB_VERTEX_BLEND])
4275 TRACE("Blend %u %p %u\n", e->format->component_count,
4276 e->data.addr + state->load_base_vertex_index * e->stride, e->stride);
4278 gl_info->gl_ops.gl.p_glEnableClientState(GL_WEIGHT_ARRAY_ARB);
4279 checkGLcall("glEnableClientState(GL_WEIGHT_ARRAY_ARB)");
4281 GL_EXTCALL(glVertexBlendARB(e->format->component_count + 1));
4283 if (curVBO != e->data.buffer_object)
4285 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, e->data.buffer_object));
4286 checkGLcall("glBindBuffer");
4287 curVBO = e->data.buffer_object;
4290 TRACE("glWeightPointerARB(%#x, %#x, %#x, %p);\n",
4291 e->format->gl_vtx_format,
4292 e->format->gl_vtx_type,
4293 e->stride,
4294 e->data.addr + state->load_base_vertex_index * e->stride);
4295 GL_EXTCALL(glWeightPointerARB(e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
4296 e->data.addr + state->load_base_vertex_index * e->stride));
4298 checkGLcall("glWeightPointerARB");
4300 if (si->use_map & (1 << WINED3D_FFP_BLENDINDICES))
4302 static BOOL warned;
4303 if (!warned)
4305 FIXME("blendMatrixIndices support\n");
4306 warned = TRUE;
4309 } else {
4310 /* TODO: support blends in drawStridedSlow
4311 * No need to write a FIXME here, this is done after the general vertex decl decoding
4313 WARN("unsupported blending in openGl\n");
4316 else
4318 if (gl_info->supported[ARB_VERTEX_BLEND])
4320 static const GLbyte one = 1;
4321 GL_EXTCALL(glWeightbvARB(1, &one));
4322 checkGLcall("glWeightbvARB(gl_info->max_blends, weights)");
4326 /* Point Size ----------------------------------------------*/
4327 if (si->use_map & (1 << WINED3D_FFP_PSIZE))
4329 /* no such functionality in the fixed function GL pipeline */
4330 TRACE("Cannot change ptSize here in openGl\n");
4331 /* TODO: Implement this function in using shaders if they are available */
4334 /* Vertex Pointers -----------------------------------------*/
4335 if (si->use_map & (1 << WINED3D_FFP_POSITION))
4337 e = &si->elements[WINED3D_FFP_POSITION];
4339 if (curVBO != e->data.buffer_object)
4341 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, e->data.buffer_object));
4342 checkGLcall("glBindBuffer");
4343 curVBO = e->data.buffer_object;
4346 TRACE("glVertexPointer(%#x, %#x, %#x, %p);\n",
4347 e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
4348 e->data.addr + state->load_base_vertex_index * e->stride);
4349 gl_info->gl_ops.gl.p_glVertexPointer(e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
4350 e->data.addr + state->load_base_vertex_index * e->stride);
4351 checkGLcall("glVertexPointer(...)");
4352 gl_info->gl_ops.gl.p_glEnableClientState(GL_VERTEX_ARRAY);
4353 checkGLcall("glEnableClientState(GL_VERTEX_ARRAY)");
4356 /* Normals -------------------------------------------------*/
4357 if (si->use_map & (1 << WINED3D_FFP_NORMAL))
4359 e = &si->elements[WINED3D_FFP_NORMAL];
4361 if (curVBO != e->data.buffer_object)
4363 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, e->data.buffer_object));
4364 checkGLcall("glBindBuffer");
4365 curVBO = e->data.buffer_object;
4368 TRACE("glNormalPointer(%#x, %#x, %p);\n", e->format->gl_vtx_type, e->stride,
4369 e->data.addr + state->load_base_vertex_index * e->stride);
4370 gl_info->gl_ops.gl.p_glNormalPointer(e->format->gl_vtx_type, e->stride,
4371 e->data.addr + state->load_base_vertex_index * e->stride);
4372 checkGLcall("glNormalPointer(...)");
4373 gl_info->gl_ops.gl.p_glEnableClientState(GL_NORMAL_ARRAY);
4374 checkGLcall("glEnableClientState(GL_NORMAL_ARRAY)");
4377 else
4379 gl_info->gl_ops.gl.p_glNormal3f(0, 0, 0);
4380 checkGLcall("glNormal3f(0, 0, 0)");
4383 /* Diffuse Colour --------------------------------------------*/
4384 if (si->use_map & (1 << WINED3D_FFP_DIFFUSE))
4386 e = &si->elements[WINED3D_FFP_DIFFUSE];
4388 if (curVBO != e->data.buffer_object)
4390 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, e->data.buffer_object));
4391 checkGLcall("glBindBuffer");
4392 curVBO = e->data.buffer_object;
4395 TRACE("glColorPointer(%#x, %#x %#x, %p);\n",
4396 e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
4397 e->data.addr + state->load_base_vertex_index * e->stride);
4398 gl_info->gl_ops.gl.p_glColorPointer(e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
4399 e->data.addr + state->load_base_vertex_index * e->stride);
4400 checkGLcall("glColorPointer(4, GL_UNSIGNED_BYTE, ...)");
4401 gl_info->gl_ops.gl.p_glEnableClientState(GL_COLOR_ARRAY);
4402 checkGLcall("glEnableClientState(GL_COLOR_ARRAY)");
4405 else
4407 gl_info->gl_ops.gl.p_glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
4408 checkGLcall("glColor4f(1, 1, 1, 1)");
4411 /* Specular Colour ------------------------------------------*/
4412 if (si->use_map & (1 << WINED3D_FFP_SPECULAR))
4414 TRACE("setting specular colour\n");
4416 e = &si->elements[WINED3D_FFP_SPECULAR];
4418 if (gl_info->supported[EXT_SECONDARY_COLOR])
4420 GLenum type = e->format->gl_vtx_type;
4421 GLint format = e->format->gl_vtx_format;
4423 if (curVBO != e->data.buffer_object)
4425 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, e->data.buffer_object));
4426 checkGLcall("glBindBuffer");
4427 curVBO = e->data.buffer_object;
4430 if (format != 4 || (gl_info->quirks & WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA))
4432 /* Usually specular colors only allow 3 components, since they have no alpha. In D3D, the specular alpha
4433 * contains the fog coordinate, which is passed to GL with GL_EXT_fog_coord. However, the fixed function
4434 * vertex pipeline can pass the specular alpha through, and pixel shaders can read it. So it GL accepts
4435 * 4 component secondary colors use it
4437 TRACE("glSecondaryColorPointer(%#x, %#x, %#x, %p);\n", format, type, e->stride,
4438 e->data.addr + state->load_base_vertex_index * e->stride);
4439 GL_EXTCALL(glSecondaryColorPointerEXT(format, type, e->stride,
4440 e->data.addr + state->load_base_vertex_index * e->stride));
4441 checkGLcall("glSecondaryColorPointerEXT(format, type, ...)");
4443 else
4445 switch(type)
4447 case GL_UNSIGNED_BYTE:
4448 TRACE("glSecondaryColorPointer(3, GL_UNSIGNED_BYTE, %#x, %p);\n", e->stride,
4449 e->data.addr + state->load_base_vertex_index * e->stride);
4450 GL_EXTCALL(glSecondaryColorPointerEXT(3, GL_UNSIGNED_BYTE, e->stride,
4451 e->data.addr + state->load_base_vertex_index * e->stride));
4452 checkGLcall("glSecondaryColorPointerEXT(3, GL_UNSIGNED_BYTE, ...)");
4453 break;
4455 default:
4456 FIXME("Add 4 component specular color pointers for type %x\n", type);
4457 /* Make sure that the right color component is dropped */
4458 TRACE("glSecondaryColorPointer(3, %#x, %#x, %p);\n", type, e->stride,
4459 e->data.addr + state->load_base_vertex_index * e->stride);
4460 GL_EXTCALL(glSecondaryColorPointerEXT(3, type, e->stride,
4461 e->data.addr + state->load_base_vertex_index * e->stride));
4462 checkGLcall("glSecondaryColorPointerEXT(3, type, ...)");
4465 gl_info->gl_ops.gl.p_glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
4466 checkGLcall("glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT)");
4468 else
4470 WARN("Specular colour is not supported in this GL implementation.\n");
4473 else
4475 if (gl_info->supported[EXT_SECONDARY_COLOR])
4477 GL_EXTCALL(glSecondaryColor3fEXT)(0, 0, 0);
4478 checkGLcall("glSecondaryColor3fEXT(0, 0, 0)");
4480 else
4482 WARN("Specular colour is not supported in this GL implementation.\n");
4486 /* Texture coords -------------------------------------------*/
4487 load_tex_coords(context, si, &curVBO, state);
4490 static void streamsrc(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4492 BOOL load_numbered = use_vs(state) && !context->use_immediate_mode_draw;
4493 BOOL load_named = !use_vs(state) && !context->use_immediate_mode_draw;
4495 if (isStateDirty(context, STATE_VDECL)) return;
4496 if (context->numberedArraysLoaded && !load_numbered)
4498 unload_numbered_arrays(context);
4499 context->numberedArraysLoaded = FALSE;
4500 context->numbered_array_mask = 0;
4502 else if (context->namedArraysLoaded)
4504 unload_vertex_data(context->gl_info);
4505 context->namedArraysLoaded = FALSE;
4508 if (load_numbered)
4510 TRACE("Loading numbered arrays\n");
4511 load_numbered_arrays(context, &context->stream_info, state);
4512 context->numberedArraysLoaded = TRUE;
4514 else if (load_named)
4516 TRACE("Loading vertex data\n");
4517 load_vertex_data(context, &context->stream_info, state);
4518 context->namedArraysLoaded = TRUE;
4522 static void vdecl_miscpart(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4524 if (isStateDirty(context, STATE_STREAMSRC))
4525 return;
4526 streamsrc(context, state, STATE_STREAMSRC);
4529 static void vertexdeclaration(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4531 const struct wined3d_gl_info *gl_info = context->gl_info;
4532 BOOL useVertexShaderFunction = use_vs(state);
4533 BOOL updateFog = FALSE;
4534 BOOL transformed;
4535 BOOL wasrhw = context->last_was_rhw;
4536 unsigned int i;
4538 transformed = context->stream_info.position_transformed;
4539 if (transformed != context->last_was_rhw && !useVertexShaderFunction)
4540 updateFog = TRUE;
4542 context->last_was_rhw = transformed;
4544 /* Don't have to apply the matrices when vertex shaders are used. When
4545 * vshaders are turned off this function will be called again anyway to
4546 * make sure they're properly set. */
4547 if (!useVertexShaderFunction)
4549 /* TODO: Move this mainly to the viewport state and only apply when
4550 * the vp has changed or transformed / untransformed was switched. */
4551 if (wasrhw != context->last_was_rhw
4552 && !isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_PROJECTION))
4553 && !isStateDirty(context, STATE_VIEWPORT))
4554 transform_projection(context, state, STATE_TRANSFORM(WINED3D_TS_PROJECTION));
4555 /* World matrix needs reapplication here only if we're switching between rhw and non-rhw
4556 * mode.
4558 * If a vertex shader is used, the world matrix changed and then vertex shader unbound
4559 * this check will fail and the matrix not applied again. This is OK because a simple
4560 * world matrix change reapplies the matrix - These checks here are only to satisfy the
4561 * needs of the vertex declaration.
4563 * World and view matrix go into the same gl matrix, so only apply them when neither is
4564 * dirty
4566 if (transformed != wasrhw && !isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)))
4567 && !isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_VIEW)))
4568 transform_world(context, state, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)));
4569 if (!isStateDirty(context, STATE_RENDER(WINED3D_RS_COLORVERTEX)))
4570 context_apply_state(context, state, STATE_RENDER(WINED3D_RS_COLORVERTEX));
4571 if (!isStateDirty(context, STATE_RENDER(WINED3D_RS_LIGHTING)))
4572 state_lighting(context, state, STATE_RENDER(WINED3D_RS_LIGHTING));
4574 if (context->last_was_vshader)
4576 updateFog = TRUE;
4578 if (!context->d3d_info->vs_clipping
4579 && !isStateDirty(context, STATE_RENDER(WINED3D_RS_CLIPPLANEENABLE)))
4581 state_clipping(context, state, STATE_RENDER(WINED3D_RS_CLIPPLANEENABLE));
4584 for (i = 0; i < gl_info->limits.clipplanes; ++i)
4586 clipplane(context, state, STATE_CLIPPLANE(i));
4589 if (!isStateDirty(context, STATE_RENDER(WINED3D_RS_NORMALIZENORMALS)))
4590 state_normalize(context, state, STATE_RENDER(WINED3D_RS_NORMALIZENORMALS));
4592 else
4594 if(!context->last_was_vshader) {
4595 static BOOL warned = FALSE;
4596 if (!context->d3d_info->vs_clipping)
4598 /* Disable all clip planes to get defined results on all drivers. See comment in the
4599 * state_clipping state handler
4601 for (i = 0; i < gl_info->limits.clipplanes; ++i)
4603 gl_info->gl_ops.gl.p_glDisable(GL_CLIP_PLANE0 + i);
4604 checkGLcall("glDisable(GL_CLIP_PLANE0 + i)");
4607 if (!warned && state->render_states[WINED3D_RS_CLIPPLANEENABLE])
4609 FIXME("Clipping not supported with vertex shaders\n");
4610 warned = TRUE;
4613 if (wasrhw)
4615 /* Apply the transform matrices when switching from rhw
4616 * drawing to vertex shaders. Vertex shaders themselves do
4617 * not need it, but the matrices are not reapplied
4618 * automatically when switching back from vertex shaders to
4619 * fixed function processing. So make sure we leave the fixed
4620 * function vertex processing states back in a sane state
4621 * before switching to shaders. */
4622 if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_PROJECTION)))
4623 transform_projection(context, state, STATE_TRANSFORM(WINED3D_TS_PROJECTION));
4624 if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0))))
4625 transform_world(context, state, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)));
4627 updateFog = TRUE;
4629 /* Vertex shader clipping ignores the view matrix. Update all clipplanes
4630 * (Note: ARB shaders can read the clip planes for clipping emulation even if
4631 * device->vs_clipping is false.
4633 for (i = 0; i < gl_info->limits.clipplanes; ++i)
4635 clipplane(context, state, STATE_CLIPPLANE(i));
4640 context->last_was_vshader = useVertexShaderFunction;
4641 context->shader_update_mask |= 1 << WINED3D_SHADER_TYPE_VERTEX;
4643 if (updateFog)
4644 context_apply_state(context, state, STATE_RENDER(WINED3D_RS_FOGVERTEXMODE));
4646 if (!useVertexShaderFunction)
4648 unsigned int i;
4650 for (i = 0; i < MAX_TEXTURES; ++i)
4652 if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_TEXTURE0 + i)))
4653 transform_texture(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS));
4656 if (use_ps(state) && state->shader[WINED3D_SHADER_TYPE_PIXEL]->reg_maps.shader_version.major == 1
4657 && state->shader[WINED3D_SHADER_TYPE_PIXEL]->reg_maps.shader_version.minor <= 3)
4658 context->shader_update_mask |= 1 << WINED3D_SHADER_TYPE_PIXEL;
4662 static void viewport_miscpart(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4664 const struct wined3d_rendertarget_view *target = state->fb->render_targets[0];
4665 const struct wined3d_gl_info *gl_info = context->gl_info;
4666 struct wined3d_viewport vp = state->viewport;
4668 if (vp.width > target->width)
4669 vp.width = target->width;
4670 if (vp.height > target->height)
4671 vp.height = target->height;
4673 gl_info->gl_ops.gl.p_glDepthRange(vp.min_z, vp.max_z);
4674 checkGLcall("glDepthRange");
4675 /* Note: GL requires lower left, DirectX supplies upper left. This is
4676 * reversed when using offscreen rendering. */
4677 if (context->render_offscreen)
4679 gl_info->gl_ops.gl.p_glViewport(vp.x, vp.y, vp.width, vp.height);
4681 else
4683 UINT width, height;
4685 surface_get_drawable_size(wined3d_rendertarget_view_get_surface(target), context, &width, &height);
4686 gl_info->gl_ops.gl.p_glViewport(vp.x, (height - (vp.y + vp.height)),
4687 vp.width, vp.height);
4689 checkGLcall("glViewport");
4692 static void viewport_vertexpart(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4694 if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_PROJECTION)))
4695 transform_projection(context, state, STATE_TRANSFORM(WINED3D_TS_PROJECTION));
4696 if (!isStateDirty(context, STATE_RENDER(WINED3D_RS_POINTSCALEENABLE))
4697 && state->render_states[WINED3D_RS_POINTSCALEENABLE])
4698 state_pscale(context, state, STATE_RENDER(WINED3D_RS_POINTSCALEENABLE));
4699 /* Update the position fixup. */
4700 context->constant_update_mask |= WINED3D_SHADER_CONST_VS_POS_FIXUP;
4703 static void light(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4705 const struct wined3d_gl_info *gl_info = context->gl_info;
4706 UINT Index = state_id - STATE_ACTIVELIGHT(0);
4707 const struct wined3d_light_info *lightInfo = state->lights[Index];
4709 if (!lightInfo)
4711 gl_info->gl_ops.gl.p_glDisable(GL_LIGHT0 + Index);
4712 checkGLcall("glDisable(GL_LIGHT0 + Index)");
4714 else
4716 float quad_att;
4717 float colRGBA[] = {0.0f, 0.0f, 0.0f, 0.0f};
4719 /* Light settings are affected by the model view in OpenGL, the View transform in direct3d*/
4720 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
4721 gl_info->gl_ops.gl.p_glPushMatrix();
4722 gl_info->gl_ops.gl.p_glLoadMatrixf(&state->transforms[WINED3D_TS_VIEW]._11);
4724 /* Diffuse: */
4725 colRGBA[0] = lightInfo->OriginalParms.diffuse.r;
4726 colRGBA[1] = lightInfo->OriginalParms.diffuse.g;
4727 colRGBA[2] = lightInfo->OriginalParms.diffuse.b;
4728 colRGBA[3] = lightInfo->OriginalParms.diffuse.a;
4729 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_DIFFUSE, colRGBA);
4730 checkGLcall("glLightfv");
4732 /* Specular */
4733 colRGBA[0] = lightInfo->OriginalParms.specular.r;
4734 colRGBA[1] = lightInfo->OriginalParms.specular.g;
4735 colRGBA[2] = lightInfo->OriginalParms.specular.b;
4736 colRGBA[3] = lightInfo->OriginalParms.specular.a;
4737 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_SPECULAR, colRGBA);
4738 checkGLcall("glLightfv");
4740 /* Ambient */
4741 colRGBA[0] = lightInfo->OriginalParms.ambient.r;
4742 colRGBA[1] = lightInfo->OriginalParms.ambient.g;
4743 colRGBA[2] = lightInfo->OriginalParms.ambient.b;
4744 colRGBA[3] = lightInfo->OriginalParms.ambient.a;
4745 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_AMBIENT, colRGBA);
4746 checkGLcall("glLightfv");
4748 if ((lightInfo->OriginalParms.range * lightInfo->OriginalParms.range) >= FLT_MIN)
4749 quad_att = 1.4f / (lightInfo->OriginalParms.range * lightInfo->OriginalParms.range);
4750 else
4751 quad_att = 0.0f; /* 0 or MAX? (0 seems to be ok) */
4753 /* Do not assign attenuation values for lights that do not use them. D3D apps are free to pass any junk,
4754 * but gl drivers use them and may crash due to bad Attenuation values. Need for Speed most wanted sets
4755 * Attenuation0 to NaN and crashes in the gl lib
4758 switch (lightInfo->OriginalParms.type)
4760 case WINED3D_LIGHT_POINT:
4761 /* Position */
4762 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->position.x);
4763 checkGLcall("glLightfv");
4764 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4765 checkGLcall("glLightf");
4766 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION,
4767 lightInfo->OriginalParms.attenuation0);
4768 checkGLcall("glLightf");
4769 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION,
4770 lightInfo->OriginalParms.attenuation1);
4771 checkGLcall("glLightf");
4772 if (quad_att < lightInfo->OriginalParms.attenuation2)
4773 quad_att = lightInfo->OriginalParms.attenuation2;
4774 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
4775 checkGLcall("glLightf");
4776 /* FIXME: Range */
4777 break;
4779 case WINED3D_LIGHT_SPOT:
4780 /* Position */
4781 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->position.x);
4782 checkGLcall("glLightfv");
4783 /* Direction */
4784 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_SPOT_DIRECTION, &lightInfo->direction.x);
4785 checkGLcall("glLightfv");
4786 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, lightInfo->exponent);
4787 checkGLcall("glLightf");
4788 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4789 checkGLcall("glLightf");
4790 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION,
4791 lightInfo->OriginalParms.attenuation0);
4792 checkGLcall("glLightf");
4793 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION,
4794 lightInfo->OriginalParms.attenuation1);
4795 checkGLcall("glLightf");
4796 if (quad_att < lightInfo->OriginalParms.attenuation2)
4797 quad_att = lightInfo->OriginalParms.attenuation2;
4798 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
4799 checkGLcall("glLightf");
4800 /* FIXME: Range */
4801 break;
4803 case WINED3D_LIGHT_DIRECTIONAL:
4804 /* Direction */
4805 /* Note GL uses w position of 0 for direction! */
4806 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->direction.x);
4807 checkGLcall("glLightfv");
4808 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4809 checkGLcall("glLightf");
4810 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, 0.0f);
4811 checkGLcall("glLightf");
4812 break;
4814 default:
4815 FIXME("Unrecognized light type %#x.\n", lightInfo->OriginalParms.type);
4818 /* Restore the modelview matrix */
4819 gl_info->gl_ops.gl.p_glPopMatrix();
4821 gl_info->gl_ops.gl.p_glEnable(GL_LIGHT0 + Index);
4822 checkGLcall("glEnable(GL_LIGHT0 + Index)");
4826 static void scissorrect(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4828 const struct wined3d_gl_info *gl_info = context->gl_info;
4829 const RECT *r = &state->scissor_rect;
4831 /* Warning: glScissor uses window coordinates, not viewport coordinates,
4832 * so our viewport correction does not apply. Warning2: Even in windowed
4833 * mode the coords are relative to the window, not the screen. */
4834 TRACE("Setting new scissor rect to %s.\n", wine_dbgstr_rect(r));
4836 if (context->render_offscreen)
4838 gl_info->gl_ops.gl.p_glScissor(r->left, r->top, r->right - r->left, r->bottom - r->top);
4840 else
4842 const struct wined3d_rendertarget_view *target = state->fb->render_targets[0];
4843 UINT height;
4844 UINT width;
4846 surface_get_drawable_size(wined3d_rendertarget_view_get_surface(target), context, &width, &height);
4847 gl_info->gl_ops.gl.p_glScissor(r->left, height - r->bottom, r->right - r->left, r->bottom - r->top);
4849 checkGLcall("glScissor");
4852 static void indexbuffer(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4854 const struct wined3d_stream_info *stream_info = &context->stream_info;
4855 const struct wined3d_gl_info *gl_info = context->gl_info;
4857 if (!state->index_buffer || !stream_info->all_vbo)
4859 GL_EXTCALL(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0));
4861 else
4863 struct wined3d_buffer *ib = state->index_buffer;
4864 GL_EXTCALL(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ib->buffer_object));
4868 static void frontface(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4870 const struct wined3d_gl_info *gl_info = context->gl_info;
4872 if (context->render_offscreen)
4874 gl_info->gl_ops.gl.p_glFrontFace(GL_CCW);
4875 checkGLcall("glFrontFace(GL_CCW)");
4877 else
4879 gl_info->gl_ops.gl.p_glFrontFace(GL_CW);
4880 checkGLcall("glFrontFace(GL_CW)");
4884 static void psorigin_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4886 static BOOL warned;
4888 if (!warned)
4890 WARN("Point sprite coordinate origin switching not supported.\n");
4891 warned = TRUE;
4895 static void psorigin(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4897 const struct wined3d_gl_info *gl_info = context->gl_info;
4898 GLint origin = context->render_offscreen ? GL_LOWER_LEFT : GL_UPPER_LEFT;
4900 GL_EXTCALL(glPointParameteri(GL_POINT_SPRITE_COORD_ORIGIN, origin));
4901 checkGLcall("glPointParameteri(GL_POINT_SPRITE_COORD_ORIGIN, ...)");
4904 void state_srgbwrite(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4906 unsigned int rt_fmt_flags = state->fb->render_targets[0]->format_flags;
4907 const struct wined3d_gl_info *gl_info = context->gl_info;
4909 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
4911 if (state->render_states[WINED3D_RS_SRGBWRITEENABLE] && rt_fmt_flags & WINED3DFMT_FLAG_SRGB_WRITE)
4912 gl_info->gl_ops.gl.p_glEnable(GL_FRAMEBUFFER_SRGB);
4913 else
4914 gl_info->gl_ops.gl.p_glDisable(GL_FRAMEBUFFER_SRGB);
4917 static void state_cb(const struct wined3d_gl_info *gl_info, const struct wined3d_state *state,
4918 enum wined3d_shader_type type, unsigned int base, unsigned int count)
4920 struct wined3d_buffer *buffer;
4921 unsigned int i;
4923 for (i = 0; i < count; ++i)
4925 buffer = state->cb[type][i];
4926 GL_EXTCALL(glBindBufferBase(GL_UNIFORM_BUFFER, base + i, buffer ? buffer->buffer_object : 0));
4928 checkGLcall("glBindBufferBase");
4931 static void state_cb_vs(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4933 const struct wined3d_gl_limits *limits = &context->gl_info->limits;
4935 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
4937 state_cb(context->gl_info, state, WINED3D_SHADER_TYPE_VERTEX, 0, limits->vertex_uniform_blocks);
4940 static void state_cb_gs(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4942 const struct wined3d_gl_limits *limits = &context->gl_info->limits;
4944 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
4946 state_cb(context->gl_info, state, WINED3D_SHADER_TYPE_GEOMETRY,
4947 limits->vertex_uniform_blocks, limits->geometry_uniform_blocks);
4950 static void state_cb_ps(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4952 const struct wined3d_gl_limits *limits = &context->gl_info->limits;
4954 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
4956 state_cb(context->gl_info, state, WINED3D_SHADER_TYPE_PIXEL,
4957 limits->vertex_uniform_blocks + limits->geometry_uniform_blocks, limits->fragment_uniform_blocks);
4960 static void state_cb_warn(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4962 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
4964 WARN("Constant buffers (%s) no supported.\n", debug_d3dstate(state_id));
4967 static void state_shader_resource_binding(struct wined3d_context *context,
4968 const struct wined3d_state *state, DWORD state_id)
4970 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
4972 context->update_shader_resource_bindings = 1;
4975 const struct StateEntryTemplate misc_state_template[] =
4977 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX), state_cb_vs, }, ARB_UNIFORM_BUFFER_OBJECT },
4978 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX), state_cb_warn, }, WINED3D_GL_EXT_NONE },
4979 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY),{ STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY),state_cb_gs, }, ARB_UNIFORM_BUFFER_OBJECT },
4980 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY),{ STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY),state_cb_warn, }, WINED3D_GL_EXT_NONE },
4981 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL), state_cb_ps, }, ARB_UNIFORM_BUFFER_OBJECT },
4982 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL), state_cb_warn, }, WINED3D_GL_EXT_NONE },
4983 { STATE_SHADER_RESOURCE_BINDING, { STATE_SHADER_RESOURCE_BINDING, state_shader_resource_binding}, WINED3D_GL_EXT_NONE },
4984 { STATE_RENDER(WINED3D_RS_SRCBLEND), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4985 { STATE_RENDER(WINED3D_RS_DESTBLEND), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4986 { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), state_blend }, WINED3D_GL_EXT_NONE },
4987 { STATE_RENDER(WINED3D_RS_EDGEANTIALIAS), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4988 { STATE_RENDER(WINED3D_RS_ANTIALIASEDLINEENABLE), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4989 { STATE_RENDER(WINED3D_RS_SEPARATEALPHABLENDENABLE), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4990 { STATE_RENDER(WINED3D_RS_SRCBLENDALPHA), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4991 { STATE_RENDER(WINED3D_RS_DESTBLENDALPHA), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4992 { STATE_RENDER(WINED3D_RS_DESTBLENDALPHA), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4993 { STATE_RENDER(WINED3D_RS_BLENDOPALPHA), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4994 { STATE_STREAMSRC, { STATE_STREAMSRC, streamsrc }, WINED3D_GL_EXT_NONE },
4995 { STATE_VDECL, { STATE_VDECL, vdecl_miscpart }, WINED3D_GL_EXT_NONE },
4996 { STATE_FRONTFACE, { STATE_FRONTFACE, frontface }, WINED3D_GL_EXT_NONE },
4997 { STATE_SCISSORRECT, { STATE_SCISSORRECT, scissorrect }, WINED3D_GL_EXT_NONE },
4998 { STATE_POINTSPRITECOORDORIGIN, { STATE_POINTSPRITECOORDORIGIN, psorigin }, WINED3D_GL_VERSION_2_0 },
4999 { STATE_POINTSPRITECOORDORIGIN, { STATE_POINTSPRITECOORDORIGIN, psorigin_w }, WINED3D_GL_EXT_NONE },
5001 /* TODO: Move shader constant loading to vertex and fragment pipeline respectively, as soon as the pshader and
5002 * vshader loadings are untied from each other
5004 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenv }, WINED3D_GL_EXT_NONE },
5005 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
5006 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
5007 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
5008 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenv }, WINED3D_GL_EXT_NONE },
5009 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
5010 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
5011 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
5012 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenv }, WINED3D_GL_EXT_NONE },
5013 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
5014 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
5015 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
5016 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenv }, WINED3D_GL_EXT_NONE },
5017 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
5018 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
5019 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
5020 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenv }, WINED3D_GL_EXT_NONE },
5021 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
5022 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
5023 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
5024 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenv }, WINED3D_GL_EXT_NONE },
5025 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
5026 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
5027 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
5028 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenv }, WINED3D_GL_EXT_NONE },
5029 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
5030 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
5031 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
5032 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenv }, WINED3D_GL_EXT_NONE },
5033 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
5034 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
5035 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
5036 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), shader_bumpenv }, WINED3D_GL_EXT_NONE },
5037 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
5038 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), shader_bumpenv }, WINED3D_GL_EXT_NONE },
5039 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
5040 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), shader_bumpenv }, WINED3D_GL_EXT_NONE },
5041 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
5042 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), shader_bumpenv }, WINED3D_GL_EXT_NONE },
5043 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
5044 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), shader_bumpenv }, WINED3D_GL_EXT_NONE },
5045 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
5046 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), shader_bumpenv }, WINED3D_GL_EXT_NONE },
5047 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
5048 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), shader_bumpenv }, WINED3D_GL_EXT_NONE },
5049 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
5050 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), shader_bumpenv }, WINED3D_GL_EXT_NONE },
5051 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
5053 { STATE_VIEWPORT, { STATE_VIEWPORT, viewport_miscpart }, WINED3D_GL_EXT_NONE },
5054 { STATE_INDEXBUFFER, { STATE_INDEXBUFFER, indexbuffer }, ARB_VERTEX_BUFFER_OBJECT },
5055 { STATE_INDEXBUFFER, { STATE_INDEXBUFFER, state_nop }, WINED3D_GL_EXT_NONE },
5056 { STATE_RENDER(WINED3D_RS_ANTIALIAS), { STATE_RENDER(WINED3D_RS_ANTIALIAS), state_antialias }, WINED3D_GL_EXT_NONE },
5057 { STATE_RENDER(WINED3D_RS_TEXTUREPERSPECTIVE), { STATE_RENDER(WINED3D_RS_TEXTUREPERSPECTIVE), state_perspective }, WINED3D_GL_EXT_NONE },
5058 { STATE_RENDER(WINED3D_RS_ZENABLE), { STATE_RENDER(WINED3D_RS_ZENABLE), state_zenable }, WINED3D_GL_EXT_NONE },
5059 { STATE_RENDER(WINED3D_RS_WRAPU), { STATE_RENDER(WINED3D_RS_WRAPU), state_wrapu }, WINED3D_GL_EXT_NONE },
5060 { STATE_RENDER(WINED3D_RS_WRAPV), { STATE_RENDER(WINED3D_RS_WRAPV), state_wrapv }, WINED3D_GL_EXT_NONE },
5061 { STATE_RENDER(WINED3D_RS_FILLMODE), { STATE_RENDER(WINED3D_RS_FILLMODE), state_fillmode }, WINED3D_GL_EXT_NONE },
5062 { STATE_RENDER(WINED3D_RS_SHADEMODE), { STATE_RENDER(WINED3D_RS_SHADEMODE), state_shademode }, WINED3D_GL_EXT_NONE },
5063 { STATE_RENDER(WINED3D_RS_LINEPATTERN), { STATE_RENDER(WINED3D_RS_LINEPATTERN), state_linepattern }, WINED3D_GL_EXT_NONE },
5064 { STATE_RENDER(WINED3D_RS_MONOENABLE), { STATE_RENDER(WINED3D_RS_MONOENABLE), state_monoenable }, WINED3D_GL_EXT_NONE },
5065 { STATE_RENDER(WINED3D_RS_ROP2), { STATE_RENDER(WINED3D_RS_ROP2), state_rop2 }, WINED3D_GL_EXT_NONE },
5066 { STATE_RENDER(WINED3D_RS_PLANEMASK), { STATE_RENDER(WINED3D_RS_PLANEMASK), state_planemask }, WINED3D_GL_EXT_NONE },
5067 { STATE_RENDER(WINED3D_RS_ZWRITEENABLE), { STATE_RENDER(WINED3D_RS_ZWRITEENABLE), state_zwritenable }, WINED3D_GL_EXT_NONE },
5068 { STATE_RENDER(WINED3D_RS_LASTPIXEL), { STATE_RENDER(WINED3D_RS_LASTPIXEL), state_lastpixel }, WINED3D_GL_EXT_NONE },
5069 { STATE_RENDER(WINED3D_RS_CULLMODE), { STATE_RENDER(WINED3D_RS_CULLMODE), state_cullmode }, WINED3D_GL_EXT_NONE },
5070 { STATE_RENDER(WINED3D_RS_ZFUNC), { STATE_RENDER(WINED3D_RS_ZFUNC), state_zfunc }, WINED3D_GL_EXT_NONE },
5071 { STATE_RENDER(WINED3D_RS_DITHERENABLE), { STATE_RENDER(WINED3D_RS_DITHERENABLE), state_ditherenable }, WINED3D_GL_EXT_NONE },
5072 { STATE_RENDER(WINED3D_RS_SUBPIXEL), { STATE_RENDER(WINED3D_RS_SUBPIXEL), state_subpixel }, WINED3D_GL_EXT_NONE },
5073 { STATE_RENDER(WINED3D_RS_SUBPIXELX), { STATE_RENDER(WINED3D_RS_SUBPIXELX), state_subpixelx }, WINED3D_GL_EXT_NONE },
5074 { STATE_RENDER(WINED3D_RS_STIPPLEDALPHA), { STATE_RENDER(WINED3D_RS_STIPPLEDALPHA), state_stippledalpha }, WINED3D_GL_EXT_NONE },
5075 { STATE_RENDER(WINED3D_RS_STIPPLEENABLE), { STATE_RENDER(WINED3D_RS_STIPPLEENABLE), state_stippleenable }, WINED3D_GL_EXT_NONE },
5076 { STATE_RENDER(WINED3D_RS_MIPMAPLODBIAS), { STATE_RENDER(WINED3D_RS_MIPMAPLODBIAS), state_mipmaplodbias }, WINED3D_GL_EXT_NONE },
5077 { STATE_RENDER(WINED3D_RS_ANISOTROPY), { STATE_RENDER(WINED3D_RS_ANISOTROPY), state_anisotropy }, WINED3D_GL_EXT_NONE },
5078 { STATE_RENDER(WINED3D_RS_FLUSHBATCH), { STATE_RENDER(WINED3D_RS_FLUSHBATCH), state_flushbatch }, WINED3D_GL_EXT_NONE },
5079 { STATE_RENDER(WINED3D_RS_TRANSLUCENTSORTINDEPENDENT),{ STATE_RENDER(WINED3D_RS_TRANSLUCENTSORTINDEPENDENT),state_translucentsi }, WINED3D_GL_EXT_NONE },
5080 { STATE_RENDER(WINED3D_RS_STENCILENABLE), { STATE_RENDER(WINED3D_RS_STENCILENABLE), state_stencil }, WINED3D_GL_EXT_NONE },
5081 { STATE_RENDER(WINED3D_RS_STENCILFAIL), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
5082 { STATE_RENDER(WINED3D_RS_STENCILZFAIL), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
5083 { STATE_RENDER(WINED3D_RS_STENCILPASS), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
5084 { STATE_RENDER(WINED3D_RS_STENCILFUNC), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
5085 { STATE_RENDER(WINED3D_RS_STENCILREF), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
5086 { STATE_RENDER(WINED3D_RS_STENCILMASK), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
5087 { STATE_RENDER(WINED3D_RS_STENCILWRITEMASK), { STATE_RENDER(WINED3D_RS_STENCILWRITEMASK), state_stencilwrite2s}, EXT_STENCIL_TWO_SIDE },
5088 { STATE_RENDER(WINED3D_RS_STENCILWRITEMASK), { STATE_RENDER(WINED3D_RS_STENCILWRITEMASK), state_stencilwrite }, WINED3D_GL_EXT_NONE },
5089 { STATE_RENDER(WINED3D_RS_TWOSIDEDSTENCILMODE), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
5090 { STATE_RENDER(WINED3D_RS_CCW_STENCILFAIL), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
5091 { STATE_RENDER(WINED3D_RS_CCW_STENCILZFAIL), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
5092 { STATE_RENDER(WINED3D_RS_CCW_STENCILPASS), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
5093 { STATE_RENDER(WINED3D_RS_CCW_STENCILFUNC), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
5094 { STATE_RENDER(WINED3D_RS_WRAP0), { STATE_RENDER(WINED3D_RS_WRAP0), state_wrap }, WINED3D_GL_EXT_NONE },
5095 { STATE_RENDER(WINED3D_RS_WRAP1), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5096 { STATE_RENDER(WINED3D_RS_WRAP2), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5097 { STATE_RENDER(WINED3D_RS_WRAP3), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5098 { STATE_RENDER(WINED3D_RS_WRAP4), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5099 { STATE_RENDER(WINED3D_RS_WRAP5), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5100 { STATE_RENDER(WINED3D_RS_WRAP6), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5101 { STATE_RENDER(WINED3D_RS_WRAP7), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5102 { STATE_RENDER(WINED3D_RS_WRAP8), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5103 { STATE_RENDER(WINED3D_RS_WRAP9), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5104 { STATE_RENDER(WINED3D_RS_WRAP10), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5105 { STATE_RENDER(WINED3D_RS_WRAP11), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5106 { STATE_RENDER(WINED3D_RS_WRAP12), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5107 { STATE_RENDER(WINED3D_RS_WRAP13), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5108 { STATE_RENDER(WINED3D_RS_WRAP14), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5109 { STATE_RENDER(WINED3D_RS_WRAP15), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5110 { STATE_RENDER(WINED3D_RS_EXTENTS), { STATE_RENDER(WINED3D_RS_EXTENTS), state_extents }, WINED3D_GL_EXT_NONE },
5111 { STATE_RENDER(WINED3D_RS_COLORKEYBLENDENABLE), { STATE_RENDER(WINED3D_RS_COLORKEYBLENDENABLE), state_ckeyblend }, WINED3D_GL_EXT_NONE },
5112 { STATE_RENDER(WINED3D_RS_SOFTWAREVERTEXPROCESSING), { STATE_RENDER(WINED3D_RS_SOFTWAREVERTEXPROCESSING), state_swvp }, WINED3D_GL_EXT_NONE },
5113 { STATE_RENDER(WINED3D_RS_PATCHEDGESTYLE), { STATE_RENDER(WINED3D_RS_PATCHEDGESTYLE), state_patchedgestyle}, WINED3D_GL_EXT_NONE },
5114 { STATE_RENDER(WINED3D_RS_PATCHSEGMENTS), { STATE_RENDER(WINED3D_RS_PATCHSEGMENTS), state_patchsegments }, WINED3D_GL_EXT_NONE },
5115 { STATE_RENDER(WINED3D_RS_POSITIONDEGREE), { STATE_RENDER(WINED3D_RS_POSITIONDEGREE), state_positiondegree}, WINED3D_GL_EXT_NONE },
5116 { STATE_RENDER(WINED3D_RS_NORMALDEGREE), { STATE_RENDER(WINED3D_RS_NORMALDEGREE), state_normaldegree }, WINED3D_GL_EXT_NONE },
5117 { STATE_RENDER(WINED3D_RS_MINTESSELLATIONLEVEL), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),NULL }, WINED3D_GL_EXT_NONE },
5118 { STATE_RENDER(WINED3D_RS_MAXTESSELLATIONLEVEL), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),NULL }, WINED3D_GL_EXT_NONE },
5119 { STATE_RENDER(WINED3D_RS_ADAPTIVETESS_X), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),NULL }, WINED3D_GL_EXT_NONE },
5120 { STATE_RENDER(WINED3D_RS_ADAPTIVETESS_Y), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),NULL }, WINED3D_GL_EXT_NONE },
5121 { STATE_RENDER(WINED3D_RS_ADAPTIVETESS_Z), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),NULL }, WINED3D_GL_EXT_NONE },
5122 { STATE_RENDER(WINED3D_RS_ADAPTIVETESS_W), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),NULL }, WINED3D_GL_EXT_NONE },
5123 { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),{ STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),state_nvdb }, EXT_DEPTH_BOUNDS_TEST },
5124 { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),{ STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),state_tessellation }, WINED3D_GL_EXT_NONE },
5125 { STATE_RENDER(WINED3D_RS_MULTISAMPLEANTIALIAS), { STATE_RENDER(WINED3D_RS_MULTISAMPLEANTIALIAS), state_msaa }, ARB_MULTISAMPLE },
5126 { STATE_RENDER(WINED3D_RS_MULTISAMPLEANTIALIAS), { STATE_RENDER(WINED3D_RS_MULTISAMPLEANTIALIAS), state_msaa_w }, WINED3D_GL_EXT_NONE },
5127 { STATE_RENDER(WINED3D_RS_MULTISAMPLEMASK), { STATE_RENDER(WINED3D_RS_MULTISAMPLEMASK), state_multisampmask }, WINED3D_GL_EXT_NONE },
5128 { STATE_RENDER(WINED3D_RS_DEBUGMONITORTOKEN), { STATE_RENDER(WINED3D_RS_DEBUGMONITORTOKEN), state_debug_monitor }, WINED3D_GL_EXT_NONE },
5129 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE), state_colorwrite0 }, EXT_DRAW_BUFFERS2 },
5130 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE), state_colorwrite }, WINED3D_GL_EXT_NONE },
5131 { STATE_RENDER(WINED3D_RS_BLENDOP), { STATE_RENDER(WINED3D_RS_BLENDOP), state_blendop }, EXT_BLEND_MINMAX },
5132 { STATE_RENDER(WINED3D_RS_BLENDOP), { STATE_RENDER(WINED3D_RS_BLENDOP), state_blendop_w }, WINED3D_GL_EXT_NONE },
5133 { STATE_RENDER(WINED3D_RS_SCISSORTESTENABLE), { STATE_RENDER(WINED3D_RS_SCISSORTESTENABLE), state_scissor }, WINED3D_GL_EXT_NONE },
5134 { STATE_RENDER(WINED3D_RS_SLOPESCALEDEPTHBIAS), { STATE_RENDER(WINED3D_RS_DEPTHBIAS), NULL }, WINED3D_GL_EXT_NONE },
5135 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1), state_colorwrite1 }, EXT_DRAW_BUFFERS2 },
5136 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5137 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2), state_colorwrite2 }, EXT_DRAW_BUFFERS2 },
5138 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5139 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3), state_colorwrite3 }, EXT_DRAW_BUFFERS2 },
5140 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5141 { STATE_RENDER(WINED3D_RS_BLENDFACTOR), { STATE_RENDER(WINED3D_RS_BLENDFACTOR), state_blendfactor }, EXT_BLEND_COLOR },
5142 { STATE_RENDER(WINED3D_RS_BLENDFACTOR), { STATE_RENDER(WINED3D_RS_BLENDFACTOR), state_blendfactor_w }, WINED3D_GL_EXT_NONE },
5143 { STATE_RENDER(WINED3D_RS_DEPTHBIAS), { STATE_RENDER(WINED3D_RS_DEPTHBIAS), state_depthbias }, WINED3D_GL_EXT_NONE },
5144 { STATE_RENDER(WINED3D_RS_ZVISIBLE), { STATE_RENDER(WINED3D_RS_ZVISIBLE), state_zvisible }, WINED3D_GL_EXT_NONE },
5145 /* Samplers */
5146 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler }, WINED3D_GL_EXT_NONE },
5147 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler }, WINED3D_GL_EXT_NONE },
5148 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler }, WINED3D_GL_EXT_NONE },
5149 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler }, WINED3D_GL_EXT_NONE },
5150 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler }, WINED3D_GL_EXT_NONE },
5151 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler }, WINED3D_GL_EXT_NONE },
5152 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler }, WINED3D_GL_EXT_NONE },
5153 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler }, WINED3D_GL_EXT_NONE },
5154 { STATE_SAMPLER(8), { STATE_SAMPLER(8), sampler }, WINED3D_GL_EXT_NONE },
5155 { STATE_SAMPLER(9), { STATE_SAMPLER(9), sampler }, WINED3D_GL_EXT_NONE },
5156 { STATE_SAMPLER(10), { STATE_SAMPLER(10), sampler }, WINED3D_GL_EXT_NONE },
5157 { STATE_SAMPLER(11), { STATE_SAMPLER(11), sampler }, WINED3D_GL_EXT_NONE },
5158 { STATE_SAMPLER(12), { STATE_SAMPLER(12), sampler }, WINED3D_GL_EXT_NONE },
5159 { STATE_SAMPLER(13), { STATE_SAMPLER(13), sampler }, WINED3D_GL_EXT_NONE },
5160 { STATE_SAMPLER(14), { STATE_SAMPLER(14), sampler }, WINED3D_GL_EXT_NONE },
5161 { STATE_SAMPLER(15), { STATE_SAMPLER(15), sampler }, WINED3D_GL_EXT_NONE },
5162 { STATE_SAMPLER(16), /* Vertex sampler 0 */ { STATE_SAMPLER(16), sampler }, WINED3D_GL_EXT_NONE },
5163 { STATE_SAMPLER(17), /* Vertex sampler 1 */ { STATE_SAMPLER(17), sampler }, WINED3D_GL_EXT_NONE },
5164 { STATE_SAMPLER(18), /* Vertex sampler 2 */ { STATE_SAMPLER(18), sampler }, WINED3D_GL_EXT_NONE },
5165 { STATE_SAMPLER(19), /* Vertex sampler 3 */ { STATE_SAMPLER(19), sampler }, WINED3D_GL_EXT_NONE },
5166 { STATE_BASEVERTEXINDEX, { STATE_BASEVERTEXINDEX, state_nop, }, ARB_DRAW_ELEMENTS_BASE_VERTEX },
5167 { STATE_BASEVERTEXINDEX, { STATE_STREAMSRC, NULL, }, WINED3D_GL_EXT_NONE },
5168 { STATE_FRAMEBUFFER, { STATE_FRAMEBUFFER, context_state_fb }, WINED3D_GL_EXT_NONE },
5169 { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), context_state_drawbuf},WINED3D_GL_EXT_NONE },
5170 { STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY), { STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY), state_geometry_shader}, WINED3D_GL_EXT_NONE },
5171 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
5174 static const struct StateEntryTemplate vp_ffp_states[] =
5176 { STATE_VDECL, { STATE_VDECL, vertexdeclaration }, WINED3D_GL_EXT_NONE },
5177 { STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), { STATE_VDECL, NULL }, WINED3D_GL_EXT_NONE },
5178 { STATE_MATERIAL, { STATE_RENDER(WINED3D_RS_SPECULARENABLE), NULL }, WINED3D_GL_EXT_NONE },
5179 { STATE_RENDER(WINED3D_RS_SPECULARENABLE), { STATE_RENDER(WINED3D_RS_SPECULARENABLE), state_specularenable}, WINED3D_GL_EXT_NONE },
5180 /* Clip planes */
5181 { STATE_CLIPPLANE(0), { STATE_CLIPPLANE(0), clipplane }, WINED3D_GL_EXT_NONE },
5182 { STATE_CLIPPLANE(1), { STATE_CLIPPLANE(1), clipplane }, WINED3D_GL_EXT_NONE },
5183 { STATE_CLIPPLANE(2), { STATE_CLIPPLANE(2), clipplane }, WINED3D_GL_EXT_NONE },
5184 { STATE_CLIPPLANE(3), { STATE_CLIPPLANE(3), clipplane }, WINED3D_GL_EXT_NONE },
5185 { STATE_CLIPPLANE(4), { STATE_CLIPPLANE(4), clipplane }, WINED3D_GL_EXT_NONE },
5186 { STATE_CLIPPLANE(5), { STATE_CLIPPLANE(5), clipplane }, WINED3D_GL_EXT_NONE },
5187 { STATE_CLIPPLANE(6), { STATE_CLIPPLANE(6), clipplane }, WINED3D_GL_EXT_NONE },
5188 { STATE_CLIPPLANE(7), { STATE_CLIPPLANE(7), clipplane }, WINED3D_GL_EXT_NONE },
5189 { STATE_CLIPPLANE(8), { STATE_CLIPPLANE(8), clipplane }, WINED3D_GL_EXT_NONE },
5190 { STATE_CLIPPLANE(9), { STATE_CLIPPLANE(9), clipplane }, WINED3D_GL_EXT_NONE },
5191 { STATE_CLIPPLANE(10), { STATE_CLIPPLANE(10), clipplane }, WINED3D_GL_EXT_NONE },
5192 { STATE_CLIPPLANE(11), { STATE_CLIPPLANE(11), clipplane }, WINED3D_GL_EXT_NONE },
5193 { STATE_CLIPPLANE(12), { STATE_CLIPPLANE(12), clipplane }, WINED3D_GL_EXT_NONE },
5194 { STATE_CLIPPLANE(13), { STATE_CLIPPLANE(13), clipplane }, WINED3D_GL_EXT_NONE },
5195 { STATE_CLIPPLANE(14), { STATE_CLIPPLANE(14), clipplane }, WINED3D_GL_EXT_NONE },
5196 { STATE_CLIPPLANE(15), { STATE_CLIPPLANE(15), clipplane }, WINED3D_GL_EXT_NONE },
5197 { STATE_CLIPPLANE(16), { STATE_CLIPPLANE(16), clipplane }, WINED3D_GL_EXT_NONE },
5198 { STATE_CLIPPLANE(17), { STATE_CLIPPLANE(17), clipplane }, WINED3D_GL_EXT_NONE },
5199 { STATE_CLIPPLANE(18), { STATE_CLIPPLANE(18), clipplane }, WINED3D_GL_EXT_NONE },
5200 { STATE_CLIPPLANE(19), { STATE_CLIPPLANE(19), clipplane }, WINED3D_GL_EXT_NONE },
5201 { STATE_CLIPPLANE(20), { STATE_CLIPPLANE(20), clipplane }, WINED3D_GL_EXT_NONE },
5202 { STATE_CLIPPLANE(21), { STATE_CLIPPLANE(21), clipplane }, WINED3D_GL_EXT_NONE },
5203 { STATE_CLIPPLANE(22), { STATE_CLIPPLANE(22), clipplane }, WINED3D_GL_EXT_NONE },
5204 { STATE_CLIPPLANE(23), { STATE_CLIPPLANE(23), clipplane }, WINED3D_GL_EXT_NONE },
5205 { STATE_CLIPPLANE(24), { STATE_CLIPPLANE(24), clipplane }, WINED3D_GL_EXT_NONE },
5206 { STATE_CLIPPLANE(25), { STATE_CLIPPLANE(25), clipplane }, WINED3D_GL_EXT_NONE },
5207 { STATE_CLIPPLANE(26), { STATE_CLIPPLANE(26), clipplane }, WINED3D_GL_EXT_NONE },
5208 { STATE_CLIPPLANE(27), { STATE_CLIPPLANE(27), clipplane }, WINED3D_GL_EXT_NONE },
5209 { STATE_CLIPPLANE(28), { STATE_CLIPPLANE(28), clipplane }, WINED3D_GL_EXT_NONE },
5210 { STATE_CLIPPLANE(29), { STATE_CLIPPLANE(29), clipplane }, WINED3D_GL_EXT_NONE },
5211 { STATE_CLIPPLANE(30), { STATE_CLIPPLANE(30), clipplane }, WINED3D_GL_EXT_NONE },
5212 { STATE_CLIPPLANE(31), { STATE_CLIPPLANE(31), clipplane }, WINED3D_GL_EXT_NONE },
5213 /* Lights */
5214 { STATE_LIGHT_TYPE, { STATE_LIGHT_TYPE, state_nop }, WINED3D_GL_EXT_NONE },
5215 { STATE_ACTIVELIGHT(0), { STATE_ACTIVELIGHT(0), light }, WINED3D_GL_EXT_NONE },
5216 { STATE_ACTIVELIGHT(1), { STATE_ACTIVELIGHT(1), light }, WINED3D_GL_EXT_NONE },
5217 { STATE_ACTIVELIGHT(2), { STATE_ACTIVELIGHT(2), light }, WINED3D_GL_EXT_NONE },
5218 { STATE_ACTIVELIGHT(3), { STATE_ACTIVELIGHT(3), light }, WINED3D_GL_EXT_NONE },
5219 { STATE_ACTIVELIGHT(4), { STATE_ACTIVELIGHT(4), light }, WINED3D_GL_EXT_NONE },
5220 { STATE_ACTIVELIGHT(5), { STATE_ACTIVELIGHT(5), light }, WINED3D_GL_EXT_NONE },
5221 { STATE_ACTIVELIGHT(6), { STATE_ACTIVELIGHT(6), light }, WINED3D_GL_EXT_NONE },
5222 { STATE_ACTIVELIGHT(7), { STATE_ACTIVELIGHT(7), light }, WINED3D_GL_EXT_NONE },
5223 /* Viewport */
5224 { STATE_VIEWPORT, { STATE_VIEWPORT, viewport_vertexpart }, WINED3D_GL_EXT_NONE },
5225 /* Transform states follow */
5226 { STATE_TRANSFORM(WINED3D_TS_VIEW), { STATE_TRANSFORM(WINED3D_TS_VIEW), transform_view }, WINED3D_GL_EXT_NONE },
5227 { STATE_TRANSFORM(WINED3D_TS_PROJECTION), { STATE_TRANSFORM(WINED3D_TS_PROJECTION), transform_projection}, WINED3D_GL_EXT_NONE },
5228 { STATE_TRANSFORM(WINED3D_TS_TEXTURE0), { STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
5229 { STATE_TRANSFORM(WINED3D_TS_TEXTURE1), { STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
5230 { STATE_TRANSFORM(WINED3D_TS_TEXTURE2), { STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
5231 { STATE_TRANSFORM(WINED3D_TS_TEXTURE3), { STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
5232 { STATE_TRANSFORM(WINED3D_TS_TEXTURE4), { STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
5233 { STATE_TRANSFORM(WINED3D_TS_TEXTURE5), { STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
5234 { STATE_TRANSFORM(WINED3D_TS_TEXTURE6), { STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
5235 { STATE_TRANSFORM(WINED3D_TS_TEXTURE7), { STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
5236 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 0)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 0)), transform_world }, WINED3D_GL_EXT_NONE },
5237 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 1)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 1)), transform_worldex }, WINED3D_GL_EXT_NONE },
5238 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 2)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 2)), transform_worldex }, WINED3D_GL_EXT_NONE },
5239 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 3)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 3)), transform_worldex }, WINED3D_GL_EXT_NONE },
5240 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 4)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 4)), transform_worldex }, WINED3D_GL_EXT_NONE },
5241 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 5)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 5)), transform_worldex }, WINED3D_GL_EXT_NONE },
5242 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 6)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 6)), transform_worldex }, WINED3D_GL_EXT_NONE },
5243 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 7)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 7)), transform_worldex }, WINED3D_GL_EXT_NONE },
5244 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 8)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 8)), transform_worldex }, WINED3D_GL_EXT_NONE },
5245 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 9)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 9)), transform_worldex }, WINED3D_GL_EXT_NONE },
5246 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 10)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 10)), transform_worldex }, WINED3D_GL_EXT_NONE },
5247 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 11)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 11)), transform_worldex }, WINED3D_GL_EXT_NONE },
5248 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 12)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 12)), transform_worldex }, WINED3D_GL_EXT_NONE },
5249 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 13)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 13)), transform_worldex }, WINED3D_GL_EXT_NONE },
5250 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 14)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 14)), transform_worldex }, WINED3D_GL_EXT_NONE },
5251 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 15)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 15)), transform_worldex }, WINED3D_GL_EXT_NONE },
5252 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 16)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 16)), transform_worldex }, WINED3D_GL_EXT_NONE },
5253 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 17)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 17)), transform_worldex }, WINED3D_GL_EXT_NONE },
5254 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 18)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 18)), transform_worldex }, WINED3D_GL_EXT_NONE },
5255 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 19)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 19)), transform_worldex }, WINED3D_GL_EXT_NONE },
5256 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 20)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 20)), transform_worldex }, WINED3D_GL_EXT_NONE },
5257 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 21)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 21)), transform_worldex }, WINED3D_GL_EXT_NONE },
5258 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 22)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 22)), transform_worldex }, WINED3D_GL_EXT_NONE },
5259 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 23)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 23)), transform_worldex }, WINED3D_GL_EXT_NONE },
5260 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 24)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 24)), transform_worldex }, WINED3D_GL_EXT_NONE },
5261 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 25)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 25)), transform_worldex }, WINED3D_GL_EXT_NONE },
5262 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 26)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 26)), transform_worldex }, WINED3D_GL_EXT_NONE },
5263 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 27)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 27)), transform_worldex }, WINED3D_GL_EXT_NONE },
5264 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 28)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 28)), transform_worldex }, WINED3D_GL_EXT_NONE },
5265 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 29)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 29)), transform_worldex }, WINED3D_GL_EXT_NONE },
5266 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 30)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 30)), transform_worldex }, WINED3D_GL_EXT_NONE },
5267 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 31)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 31)), transform_worldex }, WINED3D_GL_EXT_NONE },
5268 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 32)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 32)), transform_worldex }, WINED3D_GL_EXT_NONE },
5269 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 33)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 33)), transform_worldex }, WINED3D_GL_EXT_NONE },
5270 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 34)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 34)), transform_worldex }, WINED3D_GL_EXT_NONE },
5271 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 35)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 35)), transform_worldex }, WINED3D_GL_EXT_NONE },
5272 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 36)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 36)), transform_worldex }, WINED3D_GL_EXT_NONE },
5273 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 37)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 37)), transform_worldex }, WINED3D_GL_EXT_NONE },
5274 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 38)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 38)), transform_worldex }, WINED3D_GL_EXT_NONE },
5275 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 39)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 39)), transform_worldex }, WINED3D_GL_EXT_NONE },
5276 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 40)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 40)), transform_worldex }, WINED3D_GL_EXT_NONE },
5277 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 41)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 41)), transform_worldex }, WINED3D_GL_EXT_NONE },
5278 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 42)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 42)), transform_worldex }, WINED3D_GL_EXT_NONE },
5279 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 43)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 43)), transform_worldex }, WINED3D_GL_EXT_NONE },
5280 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 44)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 44)), transform_worldex }, WINED3D_GL_EXT_NONE },
5281 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 45)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 45)), transform_worldex }, WINED3D_GL_EXT_NONE },
5282 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 46)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 46)), transform_worldex }, WINED3D_GL_EXT_NONE },
5283 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 47)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 47)), transform_worldex }, WINED3D_GL_EXT_NONE },
5284 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 48)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 48)), transform_worldex }, WINED3D_GL_EXT_NONE },
5285 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 49)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 49)), transform_worldex }, WINED3D_GL_EXT_NONE },
5286 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 50)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 50)), transform_worldex }, WINED3D_GL_EXT_NONE },
5287 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 51)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 51)), transform_worldex }, WINED3D_GL_EXT_NONE },
5288 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 52)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 52)), transform_worldex }, WINED3D_GL_EXT_NONE },
5289 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 53)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 53)), transform_worldex }, WINED3D_GL_EXT_NONE },
5290 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 54)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 54)), transform_worldex }, WINED3D_GL_EXT_NONE },
5291 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 55)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 55)), transform_worldex }, WINED3D_GL_EXT_NONE },
5292 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 56)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 56)), transform_worldex }, WINED3D_GL_EXT_NONE },
5293 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 57)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 57)), transform_worldex }, WINED3D_GL_EXT_NONE },
5294 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 58)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 58)), transform_worldex }, WINED3D_GL_EXT_NONE },
5295 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 59)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 59)), transform_worldex }, WINED3D_GL_EXT_NONE },
5296 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 60)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 60)), transform_worldex }, WINED3D_GL_EXT_NONE },
5297 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 61)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 61)), transform_worldex }, WINED3D_GL_EXT_NONE },
5298 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 62)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 62)), transform_worldex }, WINED3D_GL_EXT_NONE },
5299 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 63)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 63)), transform_worldex }, WINED3D_GL_EXT_NONE },
5300 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 64)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 64)), transform_worldex }, WINED3D_GL_EXT_NONE },
5301 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 65)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 65)), transform_worldex }, WINED3D_GL_EXT_NONE },
5302 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 66)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 66)), transform_worldex }, WINED3D_GL_EXT_NONE },
5303 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 67)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 67)), transform_worldex }, WINED3D_GL_EXT_NONE },
5304 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 68)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 68)), transform_worldex }, WINED3D_GL_EXT_NONE },
5305 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 69)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 69)), transform_worldex }, WINED3D_GL_EXT_NONE },
5306 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 70)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 70)), transform_worldex }, WINED3D_GL_EXT_NONE },
5307 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 71)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 71)), transform_worldex }, WINED3D_GL_EXT_NONE },
5308 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 72)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 72)), transform_worldex }, WINED3D_GL_EXT_NONE },
5309 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 73)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 73)), transform_worldex }, WINED3D_GL_EXT_NONE },
5310 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 74)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 74)), transform_worldex }, WINED3D_GL_EXT_NONE },
5311 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 75)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 75)), transform_worldex }, WINED3D_GL_EXT_NONE },
5312 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 76)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 76)), transform_worldex }, WINED3D_GL_EXT_NONE },
5313 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 77)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 77)), transform_worldex }, WINED3D_GL_EXT_NONE },
5314 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 78)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 78)), transform_worldex }, WINED3D_GL_EXT_NONE },
5315 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 79)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 79)), transform_worldex }, WINED3D_GL_EXT_NONE },
5316 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 80)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 80)), transform_worldex }, WINED3D_GL_EXT_NONE },
5317 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 81)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 81)), transform_worldex }, WINED3D_GL_EXT_NONE },
5318 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 82)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 82)), transform_worldex }, WINED3D_GL_EXT_NONE },
5319 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 83)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 83)), transform_worldex }, WINED3D_GL_EXT_NONE },
5320 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 84)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 84)), transform_worldex }, WINED3D_GL_EXT_NONE },
5321 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 85)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 85)), transform_worldex }, WINED3D_GL_EXT_NONE },
5322 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 86)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 86)), transform_worldex }, WINED3D_GL_EXT_NONE },
5323 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 87)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 87)), transform_worldex }, WINED3D_GL_EXT_NONE },
5324 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 88)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 88)), transform_worldex }, WINED3D_GL_EXT_NONE },
5325 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 89)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 89)), transform_worldex }, WINED3D_GL_EXT_NONE },
5326 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 90)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 90)), transform_worldex }, WINED3D_GL_EXT_NONE },
5327 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 91)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 91)), transform_worldex }, WINED3D_GL_EXT_NONE },
5328 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 92)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 92)), transform_worldex }, WINED3D_GL_EXT_NONE },
5329 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 93)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 93)), transform_worldex }, WINED3D_GL_EXT_NONE },
5330 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 94)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 94)), transform_worldex }, WINED3D_GL_EXT_NONE },
5331 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 95)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 95)), transform_worldex }, WINED3D_GL_EXT_NONE },
5332 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 96)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 96)), transform_worldex }, WINED3D_GL_EXT_NONE },
5333 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 97)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 97)), transform_worldex }, WINED3D_GL_EXT_NONE },
5334 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 98)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 98)), transform_worldex }, WINED3D_GL_EXT_NONE },
5335 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 99)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 99)), transform_worldex }, WINED3D_GL_EXT_NONE },
5336 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(100)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(100)), transform_worldex }, WINED3D_GL_EXT_NONE },
5337 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(101)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(101)), transform_worldex }, WINED3D_GL_EXT_NONE },
5338 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(102)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(102)), transform_worldex }, WINED3D_GL_EXT_NONE },
5339 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(103)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(103)), transform_worldex }, WINED3D_GL_EXT_NONE },
5340 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(104)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(104)), transform_worldex }, WINED3D_GL_EXT_NONE },
5341 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(105)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(105)), transform_worldex }, WINED3D_GL_EXT_NONE },
5342 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(106)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(106)), transform_worldex }, WINED3D_GL_EXT_NONE },
5343 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(107)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(107)), transform_worldex }, WINED3D_GL_EXT_NONE },
5344 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(108)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(108)), transform_worldex }, WINED3D_GL_EXT_NONE },
5345 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(109)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(109)), transform_worldex }, WINED3D_GL_EXT_NONE },
5346 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(110)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(110)), transform_worldex }, WINED3D_GL_EXT_NONE },
5347 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(111)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(111)), transform_worldex }, WINED3D_GL_EXT_NONE },
5348 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(112)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(112)), transform_worldex }, WINED3D_GL_EXT_NONE },
5349 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(113)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(113)), transform_worldex }, WINED3D_GL_EXT_NONE },
5350 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(114)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(114)), transform_worldex }, WINED3D_GL_EXT_NONE },
5351 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(115)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(115)), transform_worldex }, WINED3D_GL_EXT_NONE },
5352 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(116)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(116)), transform_worldex }, WINED3D_GL_EXT_NONE },
5353 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(117)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(117)), transform_worldex }, WINED3D_GL_EXT_NONE },
5354 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(118)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(118)), transform_worldex }, WINED3D_GL_EXT_NONE },
5355 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(119)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(119)), transform_worldex }, WINED3D_GL_EXT_NONE },
5356 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(120)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(120)), transform_worldex }, WINED3D_GL_EXT_NONE },
5357 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(121)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(121)), transform_worldex }, WINED3D_GL_EXT_NONE },
5358 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(122)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(122)), transform_worldex }, WINED3D_GL_EXT_NONE },
5359 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(123)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(123)), transform_worldex }, WINED3D_GL_EXT_NONE },
5360 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(124)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(124)), transform_worldex }, WINED3D_GL_EXT_NONE },
5361 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(125)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(125)), transform_worldex }, WINED3D_GL_EXT_NONE },
5362 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(126)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(126)), transform_worldex }, WINED3D_GL_EXT_NONE },
5363 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(127)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(127)), transform_worldex }, WINED3D_GL_EXT_NONE },
5364 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(128)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(128)), transform_worldex }, WINED3D_GL_EXT_NONE },
5365 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(129)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(129)), transform_worldex }, WINED3D_GL_EXT_NONE },
5366 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(130)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(130)), transform_worldex }, WINED3D_GL_EXT_NONE },
5367 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(131)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(131)), transform_worldex }, WINED3D_GL_EXT_NONE },
5368 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(132)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(132)), transform_worldex }, WINED3D_GL_EXT_NONE },
5369 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(133)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(133)), transform_worldex }, WINED3D_GL_EXT_NONE },
5370 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(134)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(134)), transform_worldex }, WINED3D_GL_EXT_NONE },
5371 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(135)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(135)), transform_worldex }, WINED3D_GL_EXT_NONE },
5372 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(136)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(136)), transform_worldex }, WINED3D_GL_EXT_NONE },
5373 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(137)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(137)), transform_worldex }, WINED3D_GL_EXT_NONE },
5374 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(138)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(138)), transform_worldex }, WINED3D_GL_EXT_NONE },
5375 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(139)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(139)), transform_worldex }, WINED3D_GL_EXT_NONE },
5376 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(140)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(140)), transform_worldex }, WINED3D_GL_EXT_NONE },
5377 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(141)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(141)), transform_worldex }, WINED3D_GL_EXT_NONE },
5378 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(142)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(142)), transform_worldex }, WINED3D_GL_EXT_NONE },
5379 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(143)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(143)), transform_worldex }, WINED3D_GL_EXT_NONE },
5380 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(144)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(144)), transform_worldex }, WINED3D_GL_EXT_NONE },
5381 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(145)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(145)), transform_worldex }, WINED3D_GL_EXT_NONE },
5382 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(146)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(146)), transform_worldex }, WINED3D_GL_EXT_NONE },
5383 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(147)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(147)), transform_worldex }, WINED3D_GL_EXT_NONE },
5384 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(148)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(148)), transform_worldex }, WINED3D_GL_EXT_NONE },
5385 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(149)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(149)), transform_worldex }, WINED3D_GL_EXT_NONE },
5386 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(150)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(150)), transform_worldex }, WINED3D_GL_EXT_NONE },
5387 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(151)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(151)), transform_worldex }, WINED3D_GL_EXT_NONE },
5388 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(152)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(152)), transform_worldex }, WINED3D_GL_EXT_NONE },
5389 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(153)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(153)), transform_worldex }, WINED3D_GL_EXT_NONE },
5390 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(154)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(154)), transform_worldex }, WINED3D_GL_EXT_NONE },
5391 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(155)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(155)), transform_worldex }, WINED3D_GL_EXT_NONE },
5392 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(156)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(156)), transform_worldex }, WINED3D_GL_EXT_NONE },
5393 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(157)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(157)), transform_worldex }, WINED3D_GL_EXT_NONE },
5394 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(158)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(158)), transform_worldex }, WINED3D_GL_EXT_NONE },
5395 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(159)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(159)), transform_worldex }, WINED3D_GL_EXT_NONE },
5396 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(160)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(160)), transform_worldex }, WINED3D_GL_EXT_NONE },
5397 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(161)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(161)), transform_worldex }, WINED3D_GL_EXT_NONE },
5398 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(162)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(162)), transform_worldex }, WINED3D_GL_EXT_NONE },
5399 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(163)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(163)), transform_worldex }, WINED3D_GL_EXT_NONE },
5400 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(164)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(164)), transform_worldex }, WINED3D_GL_EXT_NONE },
5401 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(165)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(165)), transform_worldex }, WINED3D_GL_EXT_NONE },
5402 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(166)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(166)), transform_worldex }, WINED3D_GL_EXT_NONE },
5403 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(167)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(167)), transform_worldex }, WINED3D_GL_EXT_NONE },
5404 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(168)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(168)), transform_worldex }, WINED3D_GL_EXT_NONE },
5405 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(169)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(169)), transform_worldex }, WINED3D_GL_EXT_NONE },
5406 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(170)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(170)), transform_worldex }, WINED3D_GL_EXT_NONE },
5407 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(171)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(171)), transform_worldex }, WINED3D_GL_EXT_NONE },
5408 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(172)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(172)), transform_worldex }, WINED3D_GL_EXT_NONE },
5409 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(173)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(173)), transform_worldex }, WINED3D_GL_EXT_NONE },
5410 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(174)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(174)), transform_worldex }, WINED3D_GL_EXT_NONE },
5411 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(175)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(175)), transform_worldex }, WINED3D_GL_EXT_NONE },
5412 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(176)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(176)), transform_worldex }, WINED3D_GL_EXT_NONE },
5413 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(177)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(177)), transform_worldex }, WINED3D_GL_EXT_NONE },
5414 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(178)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(178)), transform_worldex }, WINED3D_GL_EXT_NONE },
5415 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(179)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(179)), transform_worldex }, WINED3D_GL_EXT_NONE },
5416 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(180)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(180)), transform_worldex }, WINED3D_GL_EXT_NONE },
5417 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(181)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(181)), transform_worldex }, WINED3D_GL_EXT_NONE },
5418 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(182)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(182)), transform_worldex }, WINED3D_GL_EXT_NONE },
5419 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(183)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(183)), transform_worldex }, WINED3D_GL_EXT_NONE },
5420 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(184)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(184)), transform_worldex }, WINED3D_GL_EXT_NONE },
5421 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(185)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(185)), transform_worldex }, WINED3D_GL_EXT_NONE },
5422 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(186)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(186)), transform_worldex }, WINED3D_GL_EXT_NONE },
5423 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(187)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(187)), transform_worldex }, WINED3D_GL_EXT_NONE },
5424 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(188)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(188)), transform_worldex }, WINED3D_GL_EXT_NONE },
5425 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(189)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(189)), transform_worldex }, WINED3D_GL_EXT_NONE },
5426 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(190)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(190)), transform_worldex }, WINED3D_GL_EXT_NONE },
5427 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(191)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(191)), transform_worldex }, WINED3D_GL_EXT_NONE },
5428 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(192)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(192)), transform_worldex }, WINED3D_GL_EXT_NONE },
5429 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(193)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(193)), transform_worldex }, WINED3D_GL_EXT_NONE },
5430 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(194)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(194)), transform_worldex }, WINED3D_GL_EXT_NONE },
5431 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(195)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(195)), transform_worldex }, WINED3D_GL_EXT_NONE },
5432 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(196)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(196)), transform_worldex }, WINED3D_GL_EXT_NONE },
5433 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(197)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(197)), transform_worldex }, WINED3D_GL_EXT_NONE },
5434 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(198)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(198)), transform_worldex }, WINED3D_GL_EXT_NONE },
5435 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(199)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(199)), transform_worldex }, WINED3D_GL_EXT_NONE },
5436 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(200)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(200)), transform_worldex }, WINED3D_GL_EXT_NONE },
5437 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(201)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(201)), transform_worldex }, WINED3D_GL_EXT_NONE },
5438 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(202)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(202)), transform_worldex }, WINED3D_GL_EXT_NONE },
5439 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(203)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(203)), transform_worldex }, WINED3D_GL_EXT_NONE },
5440 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(204)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(204)), transform_worldex }, WINED3D_GL_EXT_NONE },
5441 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(205)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(205)), transform_worldex }, WINED3D_GL_EXT_NONE },
5442 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(206)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(206)), transform_worldex }, WINED3D_GL_EXT_NONE },
5443 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(207)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(207)), transform_worldex }, WINED3D_GL_EXT_NONE },
5444 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(208)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(208)), transform_worldex }, WINED3D_GL_EXT_NONE },
5445 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(209)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(209)), transform_worldex }, WINED3D_GL_EXT_NONE },
5446 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(210)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(210)), transform_worldex }, WINED3D_GL_EXT_NONE },
5447 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(211)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(211)), transform_worldex }, WINED3D_GL_EXT_NONE },
5448 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(212)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(212)), transform_worldex }, WINED3D_GL_EXT_NONE },
5449 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(213)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(213)), transform_worldex }, WINED3D_GL_EXT_NONE },
5450 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(214)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(214)), transform_worldex }, WINED3D_GL_EXT_NONE },
5451 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(215)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(215)), transform_worldex }, WINED3D_GL_EXT_NONE },
5452 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(216)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(216)), transform_worldex }, WINED3D_GL_EXT_NONE },
5453 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(217)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(217)), transform_worldex }, WINED3D_GL_EXT_NONE },
5454 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(218)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(218)), transform_worldex }, WINED3D_GL_EXT_NONE },
5455 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(219)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(219)), transform_worldex }, WINED3D_GL_EXT_NONE },
5456 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(220)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(220)), transform_worldex }, WINED3D_GL_EXT_NONE },
5457 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(221)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(221)), transform_worldex }, WINED3D_GL_EXT_NONE },
5458 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(222)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(222)), transform_worldex }, WINED3D_GL_EXT_NONE },
5459 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(223)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(223)), transform_worldex }, WINED3D_GL_EXT_NONE },
5460 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(224)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(224)), transform_worldex }, WINED3D_GL_EXT_NONE },
5461 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(225)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(225)), transform_worldex }, WINED3D_GL_EXT_NONE },
5462 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(226)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(226)), transform_worldex }, WINED3D_GL_EXT_NONE },
5463 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(227)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(227)), transform_worldex }, WINED3D_GL_EXT_NONE },
5464 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(228)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(228)), transform_worldex }, WINED3D_GL_EXT_NONE },
5465 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(229)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(229)), transform_worldex }, WINED3D_GL_EXT_NONE },
5466 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(230)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(230)), transform_worldex }, WINED3D_GL_EXT_NONE },
5467 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(231)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(231)), transform_worldex }, WINED3D_GL_EXT_NONE },
5468 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(232)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(232)), transform_worldex }, WINED3D_GL_EXT_NONE },
5469 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(233)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(233)), transform_worldex }, WINED3D_GL_EXT_NONE },
5470 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(234)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(234)), transform_worldex }, WINED3D_GL_EXT_NONE },
5471 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(235)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(235)), transform_worldex }, WINED3D_GL_EXT_NONE },
5472 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(236)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(236)), transform_worldex }, WINED3D_GL_EXT_NONE },
5473 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(237)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(237)), transform_worldex }, WINED3D_GL_EXT_NONE },
5474 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(238)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(238)), transform_worldex }, WINED3D_GL_EXT_NONE },
5475 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(239)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(239)), transform_worldex }, WINED3D_GL_EXT_NONE },
5476 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(240)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(240)), transform_worldex }, WINED3D_GL_EXT_NONE },
5477 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(241)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(241)), transform_worldex }, WINED3D_GL_EXT_NONE },
5478 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(242)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(242)), transform_worldex }, WINED3D_GL_EXT_NONE },
5479 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(243)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(243)), transform_worldex }, WINED3D_GL_EXT_NONE },
5480 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(244)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(244)), transform_worldex }, WINED3D_GL_EXT_NONE },
5481 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(245)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(245)), transform_worldex }, WINED3D_GL_EXT_NONE },
5482 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(246)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(246)), transform_worldex }, WINED3D_GL_EXT_NONE },
5483 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(247)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(247)), transform_worldex }, WINED3D_GL_EXT_NONE },
5484 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(248)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(248)), transform_worldex }, WINED3D_GL_EXT_NONE },
5485 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(249)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(249)), transform_worldex }, WINED3D_GL_EXT_NONE },
5486 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(250)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(250)), transform_worldex }, WINED3D_GL_EXT_NONE },
5487 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(251)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(251)), transform_worldex }, WINED3D_GL_EXT_NONE },
5488 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(252)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(252)), transform_worldex }, WINED3D_GL_EXT_NONE },
5489 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(253)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(253)), transform_worldex }, WINED3D_GL_EXT_NONE },
5490 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(254)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(254)), transform_worldex }, WINED3D_GL_EXT_NONE },
5491 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255)), transform_worldex }, WINED3D_GL_EXT_NONE },
5492 { STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5493 { STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5494 { STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5495 { STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5496 { STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5497 { STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5498 { STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5499 { STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5500 { STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5501 { STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5502 { STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5503 { STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5504 { STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5505 { STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5506 { STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5507 { STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5508 /* Fog */
5509 { STATE_RENDER(WINED3D_RS_FOGENABLE), { STATE_RENDER(WINED3D_RS_FOGENABLE), state_fog_vertexpart}, WINED3D_GL_EXT_NONE },
5510 { STATE_RENDER(WINED3D_RS_FOGTABLEMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
5511 { STATE_RENDER(WINED3D_RS_FOGVERTEXMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
5512 { STATE_RENDER(WINED3D_RS_RANGEFOGENABLE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
5513 { STATE_RENDER(WINED3D_RS_CLIPPING), { STATE_RENDER(WINED3D_RS_CLIPPING), state_clipping }, WINED3D_GL_EXT_NONE },
5514 { STATE_RENDER(WINED3D_RS_CLIPPLANEENABLE), { STATE_RENDER(WINED3D_RS_CLIPPING), NULL }, WINED3D_GL_EXT_NONE },
5515 { STATE_RENDER(WINED3D_RS_LIGHTING), { STATE_RENDER(WINED3D_RS_LIGHTING), state_lighting }, WINED3D_GL_EXT_NONE },
5516 { STATE_RENDER(WINED3D_RS_AMBIENT), { STATE_RENDER(WINED3D_RS_AMBIENT), state_ambient }, WINED3D_GL_EXT_NONE },
5517 { STATE_RENDER(WINED3D_RS_COLORVERTEX), { STATE_RENDER(WINED3D_RS_COLORVERTEX), state_colormat }, WINED3D_GL_EXT_NONE },
5518 { STATE_RENDER(WINED3D_RS_LOCALVIEWER), { STATE_RENDER(WINED3D_RS_LOCALVIEWER), state_localviewer }, WINED3D_GL_EXT_NONE },
5519 { STATE_RENDER(WINED3D_RS_NORMALIZENORMALS), { STATE_RENDER(WINED3D_RS_NORMALIZENORMALS), state_normalize }, WINED3D_GL_EXT_NONE },
5520 { STATE_RENDER(WINED3D_RS_DIFFUSEMATERIALSOURCE), { STATE_RENDER(WINED3D_RS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE },
5521 { STATE_RENDER(WINED3D_RS_SPECULARMATERIALSOURCE), { STATE_RENDER(WINED3D_RS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE },
5522 { STATE_RENDER(WINED3D_RS_AMBIENTMATERIALSOURCE), { STATE_RENDER(WINED3D_RS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE },
5523 { STATE_RENDER(WINED3D_RS_EMISSIVEMATERIALSOURCE), { STATE_RENDER(WINED3D_RS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE },
5524 { STATE_RENDER(WINED3D_RS_VERTEXBLEND), { STATE_RENDER(WINED3D_RS_VERTEXBLEND), state_vertexblend }, ARB_VERTEX_BLEND },
5525 { STATE_RENDER(WINED3D_RS_VERTEXBLEND), { STATE_RENDER(WINED3D_RS_VERTEXBLEND), state_vertexblend_w }, WINED3D_GL_EXT_NONE },
5526 { STATE_RENDER(WINED3D_RS_POINTSIZE), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5527 { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), state_psizemin_arb }, ARB_POINT_PARAMETERS },
5528 { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), state_psizemin_ext }, EXT_POINT_PARAMETERS },
5529 { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), state_psizemin_w }, WINED3D_GL_EXT_NONE },
5530 { STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), { STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), state_pointsprite }, ARB_POINT_SPRITE },
5531 { STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), { STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), state_pointsprite_w }, WINED3D_GL_EXT_NONE },
5532 { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), state_pscale }, WINED3D_GL_EXT_NONE },
5533 { STATE_RENDER(WINED3D_RS_POINTSCALE_A), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5534 { STATE_RENDER(WINED3D_RS_POINTSCALE_B), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5535 { STATE_RENDER(WINED3D_RS_POINTSCALE_C), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5536 { STATE_RENDER(WINED3D_RS_POINTSIZE_MAX), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), NULL }, ARB_POINT_PARAMETERS },
5537 { STATE_RENDER(WINED3D_RS_POINTSIZE_MAX), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), NULL }, EXT_POINT_PARAMETERS },
5538 { STATE_RENDER(WINED3D_RS_POINTSIZE_MAX), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), NULL }, WINED3D_GL_EXT_NONE },
5539 { STATE_RENDER(WINED3D_RS_TWEENFACTOR), { STATE_RENDER(WINED3D_RS_VERTEXBLEND), NULL }, WINED3D_GL_EXT_NONE },
5540 { STATE_RENDER(WINED3D_RS_INDEXEDVERTEXBLENDENABLE), { STATE_RENDER(WINED3D_RS_VERTEXBLEND), NULL }, WINED3D_GL_EXT_NONE },
5542 /* Samplers for NP2 texture matrix adjustions. They are not needed if GL_ARB_texture_non_power_of_two is supported,
5543 * so register a NULL state handler in that case to get the vertex part of sampler() skipped(VTF is handled in the misc states.
5544 * otherwise, register sampler_texmatrix, which takes care of updating the texture matrix
5546 { STATE_SAMPLER(0), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5547 { STATE_SAMPLER(0), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5548 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5549 { STATE_SAMPLER(1), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5550 { STATE_SAMPLER(1), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5551 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5552 { STATE_SAMPLER(2), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5553 { STATE_SAMPLER(2), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5554 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5555 { STATE_SAMPLER(3), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5556 { STATE_SAMPLER(3), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5557 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5558 { STATE_SAMPLER(4), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5559 { STATE_SAMPLER(4), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5560 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5561 { STATE_SAMPLER(5), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5562 { STATE_SAMPLER(5), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5563 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5564 { STATE_SAMPLER(6), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5565 { STATE_SAMPLER(6), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5566 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5567 { STATE_SAMPLER(7), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5568 { STATE_SAMPLER(7), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5569 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5570 { STATE_POINT_SIZE_ENABLE, { STATE_POINT_SIZE_ENABLE, state_nop }, WINED3D_GL_EXT_NONE },
5571 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
5574 static const struct StateEntryTemplate ffp_fragmentstate_template[] = {
5575 { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
5576 { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5577 { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5578 { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5579 { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5580 { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5581 { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5582 { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5583 { STATE_TEXTURESTAGE(0, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5584 { STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5585 { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
5586 { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5587 { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5588 { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5589 { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5590 { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5591 { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5592 { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5593 { STATE_TEXTURESTAGE(1, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5594 { STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5595 { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
5596 { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5597 { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5598 { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5599 { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5600 { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5601 { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5602 { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5603 { STATE_TEXTURESTAGE(2, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5604 { STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5605 { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
5606 { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5607 { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5608 { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5609 { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5610 { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5611 { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5612 { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5613 { STATE_TEXTURESTAGE(3, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5614 { STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5615 { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
5616 { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5617 { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5618 { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5619 { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5620 { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5621 { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5622 { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5623 { STATE_TEXTURESTAGE(4, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5624 { STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5625 { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
5626 { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5627 { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5628 { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5629 { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5630 { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5631 { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5632 { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5633 { STATE_TEXTURESTAGE(5, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5634 { STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5635 { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
5636 { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5637 { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5638 { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5639 { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5640 { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5641 { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5642 { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5643 { STATE_TEXTURESTAGE(6, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5644 { STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5645 { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
5646 { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5647 { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5648 { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5649 { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5650 { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5651 { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5652 { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5653 { STATE_TEXTURESTAGE(7, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5654 { STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5655 { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), apply_pixelshader }, WINED3D_GL_EXT_NONE },
5656 { STATE_RENDER(WINED3D_RS_ALPHAFUNC), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
5657 { STATE_RENDER(WINED3D_RS_ALPHAREF), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
5658 { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), state_alpha_test }, WINED3D_GL_EXT_NONE },
5659 { STATE_RENDER(WINED3D_RS_COLORKEYENABLE), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
5660 { STATE_COLOR_KEY, { STATE_COLOR_KEY, state_nop }, WINED3D_GL_EXT_NONE },
5661 { STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
5662 { STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), { STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), state_texfactor }, WINED3D_GL_EXT_NONE },
5663 { STATE_RENDER(WINED3D_RS_FOGCOLOR), { STATE_RENDER(WINED3D_RS_FOGCOLOR), state_fogcolor }, WINED3D_GL_EXT_NONE },
5664 { STATE_RENDER(WINED3D_RS_FOGDENSITY), { STATE_RENDER(WINED3D_RS_FOGDENSITY), state_fogdensity }, WINED3D_GL_EXT_NONE },
5665 { STATE_RENDER(WINED3D_RS_FOGENABLE), { STATE_RENDER(WINED3D_RS_FOGENABLE), state_fog_fragpart }, WINED3D_GL_EXT_NONE },
5666 { STATE_RENDER(WINED3D_RS_FOGTABLEMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
5667 { STATE_RENDER(WINED3D_RS_FOGVERTEXMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
5668 { STATE_RENDER(WINED3D_RS_FOGSTART), { STATE_RENDER(WINED3D_RS_FOGSTART), state_fogstartend }, WINED3D_GL_EXT_NONE },
5669 { STATE_RENDER(WINED3D_RS_FOGEND), { STATE_RENDER(WINED3D_RS_FOGSTART), NULL }, WINED3D_GL_EXT_NONE },
5670 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texdim }, WINED3D_GL_EXT_NONE },
5671 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texdim }, WINED3D_GL_EXT_NONE },
5672 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texdim }, WINED3D_GL_EXT_NONE },
5673 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texdim }, WINED3D_GL_EXT_NONE },
5674 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texdim }, WINED3D_GL_EXT_NONE },
5675 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texdim }, WINED3D_GL_EXT_NONE },
5676 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texdim }, WINED3D_GL_EXT_NONE },
5677 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texdim }, WINED3D_GL_EXT_NONE },
5678 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
5681 /* Context activation is done by the caller. */
5682 static void ffp_enable(const struct wined3d_gl_info *gl_info, BOOL enable) {}
5684 static void *ffp_alloc(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv)
5686 return shader_priv;
5689 static void ffp_free(struct wined3d_device *device) {}
5691 static void vp_ffp_get_caps(const struct wined3d_gl_info *gl_info, struct wined3d_vertex_caps *caps)
5693 caps->xyzrhw = FALSE;
5694 caps->max_active_lights = gl_info->limits.lights;
5695 caps->max_vertex_blend_matrices = gl_info->limits.blends;
5696 caps->max_vertex_blend_matrix_index = 0;
5697 caps->vertex_processing_caps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS
5698 | WINED3DVTXPCAPS_MATERIALSOURCE7
5699 | WINED3DVTXPCAPS_POSITIONALLIGHTS
5700 | WINED3DVTXPCAPS_LOCALVIEWER
5701 | WINED3DVTXPCAPS_VERTEXFOG
5702 | WINED3DVTXPCAPS_TEXGEN
5703 | WINED3DVTXPCAPS_TEXGEN_SPHEREMAP;
5704 caps->fvf_caps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
5705 caps->max_user_clip_planes = gl_info->limits.clipplanes;
5706 caps->raster_caps = 0;
5707 if (gl_info->supported[NV_FOG_DISTANCE])
5708 caps->raster_caps |= WINED3DPRASTERCAPS_FOGRANGE;
5711 const struct wined3d_vertex_pipe_ops ffp_vertex_pipe =
5713 ffp_enable,
5714 vp_ffp_get_caps,
5715 ffp_alloc,
5716 ffp_free,
5717 vp_ffp_states,
5720 static void ffp_fragment_get_caps(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps)
5722 caps->wined3d_caps = 0;
5723 caps->PrimitiveMiscCaps = 0;
5724 caps->TextureOpCaps = WINED3DTEXOPCAPS_ADD
5725 | WINED3DTEXOPCAPS_ADDSIGNED
5726 | WINED3DTEXOPCAPS_ADDSIGNED2X
5727 | WINED3DTEXOPCAPS_MODULATE
5728 | WINED3DTEXOPCAPS_MODULATE2X
5729 | WINED3DTEXOPCAPS_MODULATE4X
5730 | WINED3DTEXOPCAPS_SELECTARG1
5731 | WINED3DTEXOPCAPS_SELECTARG2
5732 | WINED3DTEXOPCAPS_DISABLE;
5734 if (gl_info->supported[ARB_TEXTURE_ENV_COMBINE]
5735 || gl_info->supported[EXT_TEXTURE_ENV_COMBINE]
5736 || gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
5738 caps->TextureOpCaps |= WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA
5739 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHA
5740 | WINED3DTEXOPCAPS_BLENDFACTORALPHA
5741 | WINED3DTEXOPCAPS_BLENDCURRENTALPHA
5742 | WINED3DTEXOPCAPS_LERP
5743 | WINED3DTEXOPCAPS_SUBTRACT;
5745 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3]
5746 || gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
5748 caps->TextureOpCaps |= WINED3DTEXOPCAPS_ADDSMOOTH
5749 | WINED3DTEXOPCAPS_MULTIPLYADD
5750 | WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR
5751 | WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA
5752 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM;
5754 if (gl_info->supported[ARB_TEXTURE_ENV_DOT3])
5755 caps->TextureOpCaps |= WINED3DTEXOPCAPS_DOTPRODUCT3;
5757 caps->MaxTextureBlendStages = gl_info->limits.textures;
5758 caps->MaxSimultaneousTextures = gl_info->limits.textures;
5761 static BOOL ffp_color_fixup_supported(struct color_fixup_desc fixup)
5763 if (TRACE_ON(d3d))
5765 TRACE("Checking support for fixup:\n");
5766 dump_color_fixup_desc(fixup);
5769 /* We only support identity conversions. */
5770 if (is_identity_fixup(fixup))
5772 TRACE("[OK]\n");
5773 return TRUE;
5776 TRACE("[FAILED]\n");
5777 return FALSE;
5780 static BOOL ffp_none_context_alloc(struct wined3d_context *context)
5782 return TRUE;
5785 static void ffp_none_context_free(struct wined3d_context *context)
5789 const struct fragment_pipeline ffp_fragment_pipeline = {
5790 ffp_enable,
5791 ffp_fragment_get_caps,
5792 ffp_alloc,
5793 ffp_free,
5794 ffp_none_context_alloc,
5795 ffp_none_context_free,
5796 ffp_color_fixup_supported,
5797 ffp_fragmentstate_template,
5800 static void none_enable(const struct wined3d_gl_info *gl_info, BOOL enable) {}
5802 static void *none_alloc(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv)
5804 return shader_priv;
5807 static void none_free(struct wined3d_device *device) {}
5809 static void vp_none_get_caps(const struct wined3d_gl_info *gl_info, struct wined3d_vertex_caps *caps)
5811 memset(caps, 0, sizeof(*caps));
5814 const struct wined3d_vertex_pipe_ops none_vertex_pipe =
5816 none_enable,
5817 vp_none_get_caps,
5818 none_alloc,
5819 none_free,
5820 NULL,
5823 static void fp_none_get_caps(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps)
5825 memset(caps, 0, sizeof(*caps));
5828 static BOOL fp_none_color_fixup_supported(struct color_fixup_desc fixup)
5830 return is_identity_fixup(fixup);
5833 const struct fragment_pipeline none_fragment_pipe =
5835 none_enable,
5836 fp_none_get_caps,
5837 none_alloc,
5838 none_free,
5839 ffp_none_context_alloc,
5840 ffp_none_context_free,
5841 fp_none_color_fixup_supported,
5842 NULL,
5845 static unsigned int num_handlers(const APPLYSTATEFUNC *funcs)
5847 unsigned int i;
5848 for(i = 0; funcs[i]; i++);
5849 return i;
5852 static void multistate_apply_2(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
5854 context->swapchain->device->multistate_funcs[state_id][0](context, state, state_id);
5855 context->swapchain->device->multistate_funcs[state_id][1](context, state, state_id);
5858 static void multistate_apply_3(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
5860 context->swapchain->device->multistate_funcs[state_id][0](context, state, state_id);
5861 context->swapchain->device->multistate_funcs[state_id][1](context, state, state_id);
5862 context->swapchain->device->multistate_funcs[state_id][2](context, state, state_id);
5865 static void prune_invalid_states(struct StateEntry *state_table, const struct wined3d_gl_info *gl_info,
5866 const struct wined3d_d3d_info *d3d_info)
5868 unsigned int start, last, i;
5870 start = STATE_TEXTURESTAGE(d3d_info->limits.ffp_blend_stages, 0);
5871 last = STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE);
5872 for (i = start; i <= last; ++i)
5874 state_table[i].representative = 0;
5875 state_table[i].apply = state_undefined;
5878 start = STATE_TRANSFORM(WINED3D_TS_TEXTURE0 + d3d_info->limits.ffp_blend_stages);
5879 last = STATE_TRANSFORM(WINED3D_TS_TEXTURE0 + MAX_TEXTURES - 1);
5880 for (i = start; i <= last; ++i)
5882 state_table[i].representative = 0;
5883 state_table[i].apply = state_undefined;
5886 start = STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(gl_info->limits.blends));
5887 last = STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255));
5888 for (i = start; i <= last; ++i)
5890 state_table[i].representative = 0;
5891 state_table[i].apply = state_undefined;
5895 static void validate_state_table(struct StateEntry *state_table)
5897 static const struct
5899 DWORD first;
5900 DWORD last;
5902 rs_holes[] =
5904 { 1, 1},
5905 { 3, 3},
5906 { 17, 18},
5907 { 21, 21},
5908 { 42, 45},
5909 { 47, 47},
5910 { 61, 127},
5911 {149, 150},
5912 {169, 169},
5913 {177, 177},
5914 {196, 197},
5915 { 0, 0},
5917 static const DWORD simple_states[] =
5919 STATE_MATERIAL,
5920 STATE_VDECL,
5921 STATE_STREAMSRC,
5922 STATE_INDEXBUFFER,
5923 STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX),
5924 STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY),
5925 STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),
5926 STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX),
5927 STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY),
5928 STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL),
5929 STATE_SHADER_RESOURCE_BINDING,
5930 STATE_VIEWPORT,
5931 STATE_LIGHT_TYPE,
5932 STATE_SCISSORRECT,
5933 STATE_FRONTFACE,
5934 STATE_POINTSPRITECOORDORIGIN,
5935 STATE_BASEVERTEXINDEX,
5936 STATE_FRAMEBUFFER,
5937 STATE_POINT_SIZE_ENABLE,
5938 STATE_COLOR_KEY,
5940 unsigned int i, current;
5942 for (i = STATE_RENDER(1), current = 0; i <= STATE_RENDER(WINEHIGHEST_RENDER_STATE); ++i)
5944 if (!rs_holes[current].first || i < STATE_RENDER(rs_holes[current].first))
5946 if (!state_table[i].representative)
5947 ERR("State %s (%#x) should have a representative.\n", debug_d3dstate(i), i);
5949 else if (state_table[i].representative)
5950 ERR("State %s (%#x) shouldn't have a representative.\n", debug_d3dstate(i), i);
5952 if (i == STATE_RENDER(rs_holes[current].last)) ++current;
5955 for (i = 0; i < sizeof(simple_states) / sizeof(*simple_states); ++i)
5957 if (!state_table[simple_states[i]].representative)
5958 ERR("State %s (%#x) should have a representative.\n",
5959 debug_d3dstate(simple_states[i]), simple_states[i]);
5962 for (i = 0; i < STATE_HIGHEST + 1; ++i)
5964 DWORD rep = state_table[i].representative;
5965 if (rep)
5967 if (state_table[rep].representative != rep)
5969 ERR("State %s (%#x) has invalid representative %s (%#x).\n",
5970 debug_d3dstate(i), i, debug_d3dstate(rep), rep);
5971 state_table[i].representative = 0;
5974 if (rep != i)
5976 if (state_table[i].apply)
5977 ERR("State %s (%#x) has both a handler and representative.\n", debug_d3dstate(i), i);
5979 else if (!state_table[i].apply)
5981 ERR("Self representing state %s (%#x) has no handler.\n", debug_d3dstate(i), i);
5987 HRESULT compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs,
5988 const struct wined3d_gl_info *gl_info, const struct wined3d_d3d_info *d3d_info,
5989 const struct wined3d_vertex_pipe_ops *vertex, const struct fragment_pipeline *fragment,
5990 const struct StateEntryTemplate *misc)
5992 unsigned int i, type, handlers;
5993 APPLYSTATEFUNC multistate_funcs[STATE_HIGHEST + 1][3];
5994 const struct StateEntryTemplate *cur;
5995 BOOL set[STATE_HIGHEST + 1];
5997 memset(multistate_funcs, 0, sizeof(multistate_funcs));
5999 for(i = 0; i < STATE_HIGHEST + 1; i++) {
6000 StateTable[i].representative = 0;
6001 StateTable[i].apply = state_undefined;
6004 for(type = 0; type < 3; type++) {
6005 /* This switch decides the order in which the states are applied */
6006 switch(type) {
6007 case 0: cur = misc; break;
6008 case 1: cur = fragment->states; break;
6009 case 2: cur = vertex->vp_states; break;
6010 default: cur = NULL; /* Stupid compiler */
6012 if(!cur) continue;
6014 /* GL extension filtering should not prevent multiple handlers being applied from different
6015 * pipeline parts
6017 memset(set, 0, sizeof(set));
6019 for(i = 0; cur[i].state; i++) {
6020 APPLYSTATEFUNC *funcs_array;
6022 /* Only use the first matching state with the available extension from one template.
6023 * e.g.
6024 * {D3DRS_FOOBAR, {D3DRS_FOOBAR, func1}, XYZ_FANCY},
6025 * {D3DRS_FOOBAR, {D3DRS_FOOBAR, func2}, 0 }
6027 * if GL_XYZ_fancy is supported, ignore the 2nd line
6029 if(set[cur[i].state]) continue;
6030 /* Skip state lines depending on unsupported extensions */
6031 if (!gl_info->supported[cur[i].extension]) continue;
6032 set[cur[i].state] = TRUE;
6033 /* In some cases having an extension means that nothing has to be
6034 * done for a state, e.g. if GL_ARB_texture_non_power_of_two is
6035 * supported, the texture coordinate fixup can be ignored. If the
6036 * apply function is used, mark the state set(done above) to prevent
6037 * applying later lines, but do not record anything in the state
6038 * table
6040 if (!cur[i].content.representative) continue;
6042 handlers = num_handlers(multistate_funcs[cur[i].state]);
6043 multistate_funcs[cur[i].state][handlers] = cur[i].content.apply;
6044 switch(handlers) {
6045 case 0:
6046 StateTable[cur[i].state].apply = cur[i].content.apply;
6047 break;
6048 case 1:
6049 StateTable[cur[i].state].apply = multistate_apply_2;
6050 dev_multistate_funcs[cur[i].state] = HeapAlloc(GetProcessHeap(),
6052 sizeof(**dev_multistate_funcs) * 2);
6053 if (!dev_multistate_funcs[cur[i].state]) {
6054 goto out_of_mem;
6057 dev_multistate_funcs[cur[i].state][0] = multistate_funcs[cur[i].state][0];
6058 dev_multistate_funcs[cur[i].state][1] = multistate_funcs[cur[i].state][1];
6059 break;
6060 case 2:
6061 StateTable[cur[i].state].apply = multistate_apply_3;
6062 funcs_array = HeapReAlloc(GetProcessHeap(),
6064 dev_multistate_funcs[cur[i].state],
6065 sizeof(**dev_multistate_funcs) * 3);
6066 if (!funcs_array) {
6067 goto out_of_mem;
6070 dev_multistate_funcs[cur[i].state] = funcs_array;
6071 dev_multistate_funcs[cur[i].state][2] = multistate_funcs[cur[i].state][2];
6072 break;
6073 default:
6074 ERR("Unexpected amount of state handlers for state %u: %u\n",
6075 cur[i].state, handlers + 1);
6078 if (StateTable[cur[i].state].representative
6079 && StateTable[cur[i].state].representative != cur[i].content.representative)
6081 FIXME("State %s (%#x) has different representatives in different pipeline parts.\n",
6082 debug_d3dstate(cur[i].state), cur[i].state);
6084 StateTable[cur[i].state].representative = cur[i].content.representative;
6088 prune_invalid_states(StateTable, gl_info, d3d_info);
6089 validate_state_table(StateTable);
6091 return WINED3D_OK;
6093 out_of_mem:
6094 for (i = 0; i <= STATE_HIGHEST; ++i) {
6095 HeapFree(GetProcessHeap(), 0, dev_multistate_funcs[i]);
6098 memset(dev_multistate_funcs, 0, (STATE_HIGHEST + 1)*sizeof(*dev_multistate_funcs));
6100 return E_OUTOFMEMORY;